bclikesyou's Recent Forum Activity

  • CodeArtOnline This worked for me!

    -Add the nw.js object to your layout

    -Request "always on top" while in fullscreen.

    What I have pictured is my fullscreen toggle (pressing ESC). I also have a fullscreen request during "on start of layout" on my very first layout. If you do the same, add the "always on top" request there as well.

    Note: I had to click inside the window for it to recognize the keyboard. After that, worked great!

  • KnivetonStudios Great link. Never caught that video before and definitely something I immediately wrote down

    7Soul Progress is looking great! PS good job on the Metroidvania kit. Guessing you had a hand in that?

  • CodeArtOnline Hey I was browsing through the manual and saw that the nw.js object has a "set always on top" action. So I *think* if you set this action to trigger/true only while in full-screen, it may work. This is assuming that nw.js doesn't think that the fullscreen is in focus/on top. I'm at work right now or I'd try it out

    I can definitely try it out tonight and get back to you.

  • Okay so it's definitely related to going full-screen on mac in nw.js with my build. Game works fine and great windowed but the moment I full-screen it, it completely ignores all keyboard input. I feel like it thinks the window isn't in the forground?

    I have a fullscreen request at the beginning of my game. It can also be toggled via esc. Even with the request disabled at the beginning and full-screen being toggled later, it still ignores the keypad.

    Again - game works fine windowed and full-screen with gamepad.

  • I should also mention that I copied my exported nw.js file to a flash drive and then from there to my mac. Potential permission errors?

    I also did a super basic .capx and that worked fine after I clicked on the window. However my game requests fullscreen and jumps in to it and I think that is where the issue is. Looking in to it now.

  • Bump because I'm having this issue too.

    Plugged in my gamepad and it worked fine but just the error tone for anything on keyboard.

  • Music theory will help. I've been playing and writing music for 15+ years and theory still gets me out of ruts.

    That said, there is an ios app called "Autochords" which is super helpful in setting up a decent chord structure based on feel/mood. I use it for a lot of my game compositions.

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  • Level 1 - Screen 2

    All my collision / enemy / obstacle objects are hidden. Straight up tiles! Single pixel lines are from being zoomed out. They go away when zoomed in.

    Toying with the idea of making prints of my tilemaps. I <3 <3 <3 tilemaps.

  • Loving the 8x8 sprites! Gives me some serious Pico-8 vibes. Diggin' the scanlines too.

    Stoked to see it finished!

  • Okay I figured it out!

    For my collision objects (purple), I needed to have the origin point set to the upper left.

    Then with my grid set at 16x16 with snapping on, everything lined up perfectly!

  • My tiles are 16x16. My grid height and width is 8. I'd like my tiles to snap on increments of 8 rather than 16. All my objects/sprites do, but not my tilemap.

    The issue is I lay down solid objects for collision and then use a tilemap over that. I'd prefer to use this method. With my tiles only being able to snap at 16, it causes issues when I can lay objects out at increments of 8.

  • dheart88 Thanks!

    No demo yet, but soon! Starting level layout any day now.

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bclikesyou

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