Lou Bagel's Recent Forum Activity

  • A tutorial on how to stop slacking off. :V

    Step 1: Stop Slacking off!!!!

    Step 2: Take a break now - you deserve it!

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  • Everything works great for me on windows - and thank you very much for that! A Lifesaver! - but on my Mac if I change the package.nw to package.zip to unzip, add files, rezip, change back to package.nw then the game doesn't load - it loads the generic NWJS screen. Therefore it ruins the build.

    Did I miss something? Is the process different on Mac for opening the package.nw?

    Any tips on how to start troubleshooting this would be great! And thanks again!

  • I struggled to gather resources on exporting for Steam and aspects related to that process. Of course there are different resources out there but a lot aren't specific to Construct -> Steam. Others are out of date or don't cover all options or troubleshooting I came across.

    In fact, I just posted here before I read this post. So still have things I need to look into.

    On the same note anything related to NWJS I'd read as I need to gain a better understanding now that I'm having to troubleshoot these issues.

    As for the other topics you've mentioned I'd be interested in the more boring type of ones, ha, that a lot of them deal with organizing data, which can always find tips to help out in those areas. So such as menus, RPG system, city builder.

    I've used Arrays, Dictionaries, Local Storage, Scripting, and such plenty to store/organize data, but seeing which route you would go to setup the above mentioned systems would interest me.

    Also, Advanced AI and various effects, as I rarely use any of the built in visual effects in Construct.

  • Exporting game for Steam so using NW.JS. The following works perfectly fine:

    • Anything on windows (exports, different settings, preview, etc)
    • Preview mode on Mac

    When I export on Mac with NW.JS the game is completely laggy from the get go to the point of being unplayable and often will completely freeze up. Note this is on the intro screen so there is no crazy amount of objects or any issues i can think of like that.

    Tried many different combinations of the export settings, both on the first screen (deduplicate images, re-compress images) and the second (Package Assets, Compress final zip, window frame, resizeable window, kiosk mode, ignore GPU Blacklist) with no noticeable change.

    So I tried multiple versions of NW.js

    • Chromium 83 - bad
    • Chromium 81 - bad
    • Chromium 80 - good
    • Chromium 78 - good
    • Chromium 69 - bad

    Note I haven't done extensive testing yet to see if those "good" ones are perfect. Also, I may have mis-remembered which "bad" versions I tested.

    So I guess I will use v78 or v80?

    Or would this issue only be specific to my computer? Such as with what version I have installed?

    And if so, should I upload multiple versions to Steam?

    I will continue to look into this, as I'm not familiar with updates to NW.js and related, but wanted to post early if anyone has any related issues or expertise on the matter.

    Thanks.

    Tagged:

  • You can also save files locally.

    That is true, I was considering that.

    That could be less reliable than local storage - people delete it, move it, edit it to cheat - if local storage won't ever get cleared.

    Though, from starting to read about cloud saves it sounds like may have to save files locally and use those files to upload/sync for cloud saves. Planning to read up on that soon.

  • Game will be uploaded to Steam, among other platforms, so will be a NWJS export.

    I know that the docs state this:

    Non-browser export options like NW.js, Cordova or Windows Store apps are not affected by the user clearing any amount of data from any browser, they also use separate storage.

    So this already gives me some confidence but wanted to double check if there were any situations where local storage would be cleared or data lost.

    My use case:

    • I already have save game system setup with Construct's built in save system. Local Storage is used to monitor which save slots are used.
    • I need to setup stats that are tracked across games, such as for achievements. Obviously I do not want to do this in any Variables or Construct Objects (Arrays, Dictionaries, etc) as these need to not be saved and loaded along with games but retained throughout games. Local Storage seems to make sense for this.

    Also, I have yet to look into setting up the cloud saves. If there is a way to incorporate this into cloud saves - so stats/achievement counters would be kept across devices or not be cleared with uninstalls - that is something I'd take advantage of.

  • Thank you & ! Appreciate the comments!

    ...and Lions, so happy you like the janitor. He is one of my favorites but I think a lot of people overlook him a bit, ha!

  • Dave-Man Demo just uploaded to the Construct Arcade: construct.net/en/free-online-games/dave-man-13215/play

    Subscribe to Construct videos now

    Let me know if you find any issues!

  • I'm a beginner. I don't know if I understand you correctly.

    That's what I do

    > 	globalthis.a=runtime.objects.a.getFristInstance()
    

    I'm sure that works but I'd assume it might be bad practice - polluting global namespace if not anything else.

    But not sure what issues or performance you'd actually run into. Not my area of expertise.

    And yes, that is what I was looking to solve.

  • Nice little ninja!

    Reminds me of a lil ninja I made for a game . . . but I guess at that scale they all look similar!

    Game looks fun!

  • Fish Motel

    My entry for Ludum Dare 46.

    Screenshot:

  • Z order is the same as Construct 2, the hierarchy of objects in a layer. Z elevation is the Z position relating to X, Y and Z co-ordinates, a camera view that adjusts to make the object look 3D.

    Thanks! I will have to look into using that at some point - but at the moment I was troubleshooting a Zindex problem . . . which I figured out!

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Lou Bagel

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