tecbug's Forum Posts

  • Great.

    MadSpy please note that when you do as showed in the example:

    overlay will flicker when it appears (shift+tab).

    Because of this i made it this way:

  • TheRealDannyyy Yes! This helped me.

    I only changed when Force redraw was triggered:

    rather than showed in the example.

    Now it looks good.

    Thank you both TheRealDannyyy and BackendFreak!

  • TheRealDannyyy , MadSpy any good news?

    Unfortunately there is another issue:

    BitDefender keeps on removing nw.exe from users system. It says it has some PUA's packed into it. I used latest NWjs v0.19.2.

    I used Resource Hacker v.4.2.5 to change icon - maybe this is causing the problem. Did you encountered similar problems?

  • Thank you for your answer. Is there any way I could avoid this happening?

  • TheRealDannyyy Amazing post. Thank you.

    I have Steam overlay problem for my game exported in NWjs. Maybe you could help me.

    C2 and game configuration:

    • NWjs v0.19.2 (Chromium 55) released 14th December 2016
    • Construct 2 Release r239 (last stable)
    • Game "Fullscreen in browser" property set to "Letterbox Integer scale"
    • Game resolution is 1366x768

    Steps to reproduce:

    1. Launch a game on a Steam (on screen bigger than 1366x768)

    2. Press shift+tab to show overlay

    3. Press shift+tab to hide overlay

    Effect / issue:

    there is still an overlay in the background:

    Game normally has black background like this:

    If I switch to other application (alt+tab) and return to game - the background is black again.

    How to fix this issue with overlay staying in the background of my game?

  • Some mobile games have "watch ad to get XXX" feature. The ad is mostly video, reward is mostly ingame currency or possibility to continue.

    I'd like to make something like this in C2, but what to use? AdMob?

  • TiAm Are you planning to update this great plugin?

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  • Unfortunately that doesn't change anything. Issue still exists.

  • Is there no solution for this issue? Should I report this as a bug?

  • I want my game to be in letterscale mode fullscreen for smaller screens but in centered fullsceen mode for big screens.

    So I made it like this (1):

    But app always opens in mode selected here (2)

    It looks that Configuration settings override code logic for browser object.

    Is there any possibility to do it like I want it to be (different fullscreen mode for different monitor resolutions)?

    ---

    Despite fact that it's either a bug or there should be no options in Browser > Request fullscreen

    as they do no effect.

  • Does anybody have idea?

  • Line of sight checks if objects can see each other by checking is it possible to draw line between origins of those objects. But is it possible to check line of sight between bounding boxes of compared objects?

    This would be useful for big objects.

  • LittleStain - this makes no difference in this case. In both ways I'm not getting the result that I need.

    Please don't get me wrong - I'm grateful for your answers. I had also many theoretical solutions but they didn't work in this case.

    Could you open my CAPX and try to modify it so it works?

    Again - I'm not lazy and I don't want you to make work for me but theoretical solutions (that I had many) failed in this scenario.

  • So I made test for (main disk)/user/(username)/appdata/local/(yourgamesname.)

    Before save:

    \	Cache\		
    \	GPUCache\		
    \	Local Storage\		
    \	lockfile		
    \	Web Data		
    \	Web Data-journal		
    \Cache\	index-dir\		
    \Cache\	index		
    \Cache\index-dir\	the-real-index		
    \GPUCache\	data_0		
    \GPUCache\	data_1		
    \GPUCache\	data_2		
    \GPUCache\	data_3		
    \GPUCache\	index[/code:9j46dggx]		
    
    After save:
    [code:9j46dggx]\	Cache\		
    \	databases\		
    \	GPUCache\		
    \	IndexedDB\		
    \	Local Storage\		
    \	QuotaManager		
    \	QuotaManager-journal		
    \	Web Data		
    \	Web Data-journal		
    \Cache\	index-dir\		
    \Cache\	index		
    \Cache\index-dir\	the-real-index		
    \databases\	Databases.db	db	
    \databases\	Databases.db-journal	db-journal	
    \GPUCache\	data_0		
    \GPUCache\	data_1		
    \GPUCache\	data_2		
    \GPUCache\	data_3		
    \GPUCache\	index		
    \IndexedDB\	file__0.indexeddb.leveldb\	leveldb	
    \IndexedDB\file__0.indexeddb.leveldb\	000003.log	log	
    \IndexedDB\file__0.indexeddb.leveldb\	CURRENT		
    \IndexedDB\file__0.indexeddb.leveldb\	LOCK		
    \IndexedDB\file__0.indexeddb.leveldb\	LOG		
    \IndexedDB\file__0.indexeddb.leveldb\	MANIFEST-000002[/code:9j46dggx]
    
    Is there any documentation or explanation what those files are? Where are saved games etc.?
  • I've tried this also. Didn't work for obstacles that are close each other.

    With this code:

    (I had to add additional object (playerOverlap) that is players bounding box)

    I get this result: