Fib's Recent Forum Activity

  • What are you trying to accomplish? Why do they need to have the solid behavior?

  • These scripts will probably work fine but I think it would still be better to wait for the core issue to be fixed. From my experience any NWjs version before v0.46.3 worked fine.

    If it doesn't, please give me a heads up.

    There may be a bug in the HTML5 API fullscreen request, I get that. But the script I posted uses a completely different method of fullscreen which doesn't require user input, like all other desktop apps. Personally I'm never using the browser object to request fullscreen again for desktop games.

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  • I don't think you can..... you can download it with the AJAX plugin but the problem is that you can't load the font into a text object, there's no action for it. According to the text object documentation you can only load fonts from the projects folder.

  • Fib will that script run successfully even if the user doesn't do an action? i.e. can you automatically make the game fullscreen?

    Yes it will work anywhere. No user input required.

  • > Fib will that script run successfully even if the user doesn't do an action? i.e. can you automatically make the game fullscreen?

    Just tested it, it works for exports, but it doesn't work when previewing (I'm working with the desktop NWjs version of C3).

    Correct. It will only work for exported games, not during preview.

  • I posted this in the NWjs Roundup here: construct.net/en/forum/construct-2/general-discussion-17/big-nw-js-roundup-news-tips-119428/page-30

    I hope that helps.

  • SecondDimension

    I too have struggled with developing for PC with C3 + NWjs. Here's what I've learned about fullscreen that is not immediately obvious without some digging.

    There are 2 ways to do full screen with NWjs (that game devs care about).

    1) HTML5 API, which I believe C3 implements into it's "Request Fullscreen" action from the "Browser" object, which allows you to fullscreen a specific element and it's children within a web page. It comes along with all the security/user safety baggage.

    2)The NWjs Window Object, which C3 does NOT implement into it's "NWjs" object, which I believe they should, but they haven't. This way uses the operating system function to fullscreen the entire window. No baggage with this one, it should work 100% of the time.

    So in your bug ticket, since you're referring to the Browser request full screen action, Ashely is right, he can't do anything about how the browser implements the HTML5 API. Maybe NWjs made a change, or maybe chromium made a change, who knows.

    But to solve your problem, what you need is the NWjs Window functions to enter and leave fullscreen. It's not ideal, but there's still a way to access it even though C3 doesn't have it built in. Keep in mind, NWjs is still running in the background so you can still control it with javascript.

    There's just 2 lines of code you need to get access to the NWjs window object.

    var ngui = require('nw.gui');
    var nwin = ngui.Window.get();
    

    Then another 2 to enter or leave fullscreen.

    nwin.enterFullscreen();
    nwin.leaveFullscreen();
    

    So insert that code into an event sheet, with an inline script, where ever you want it triggered. The image below is from the KiwiStory sample project that I slightly modified.

    To configure how the fullscreen works (letterbox scale, etc), set that in "Fullscreen mode" in the project properties under "Display"

    I hope that helps.

  • I've actually attempted to do something like this in the past but I kept hitting a wall. WackyToaster, you have a very interesting solution, but it seems pretty work intensive if you have a lot of sprites that need different texture offsets or animations. I believe the best solution is to create an effect plugin where you provide a "mask" texture and it shows/hides the pixels of the base image based on the color of the mask texture. This is a very common feature in a lot of image editing software, but sadly I'm not sure it's possible in C3 because effect plugins cannot use an image as a parameter, which I think is a massive constraint.

    So either C3 needs a built in "mask" property for all objects that can have an image, where the "mask" would be a separate image that defines which pixels are shown/not shown in the main image. Or effect plugins need to be able to take a image as a property.

  • I've used C3 since its release and have created a couple decent sized projects (~400 objects and 3k+ events), and I have never noticed the undo/redo limit. I doubt I've even come close to the limit. But sure, a setting to increase it wouldn't hurt.

  • That's because you have Kiosk mode turned on. You need to Kiosk mode turned OFF to exit full screen.

    Kiosk mode is meant for a public event (like a booth at PAX), so strangers don't exit the game and mess with your PC.

  • I posted this for someone on the construct subreddit, who was looking for a "general process" for making a game. It's a little long but hopefully helpful.

    1) Create the core mechanics first with placeholder art in a test layout. Don't try to create any real levels yet. Ask, what is the player doing 90% of the time? If it's a platformer then that would be running/jumping around a test level. If it's an action game then that would be combat, etc. After this stage you'll basically have a toy to play with.

    2) Then allow the player to accomplish the goals of a single test layout. It's important that you STILL don't create any "real" levels yet because you want to make sure your events are working correctly before worrying about the details of the actual levels. If you're a beginner, I would encourage you to design each level to have the same goal. In the first Mario game for example, 99% of levels is just to reach the end. That way you can create a system that can be re-used across all your levels.

    3) Now create the challenges the player will face. If it's a platformer then make it so the player can fall down pits, get damaged by spikes, get hit by enemies, etc. Still do this in a test level. During this make it so the player can lose and re-play.

    (Milestone: Core Loop) Those steps may take from a few days or months. Just depends on your skill level and how complicated your game is. After those things you'll basically have the "core loop" finished. The player can do the main things they can do, have challenges to face off against, and can win and lose. If you need a HUD or menus to get to this point, then go ahead and do it in a minimal fashion just to make everything work. It's important that all of this is done with placeholder art and definitely don't add any sound yet!

    --------------------------------------------------------

    4) Next you can add any supporting systems. Such as transitioning from level to level, collecting resources, power-ups, upgrades, crafting, etc. This will vary tremendously depending upon the kind of game you're making.

    5) NOW you can start creating all your real levels and the flow between them. At this time you may also want to create the game's ending, whatever happens after they beat the final level. Create the title screen and any other menus like options, etc. Right now would also be a good time to add the ability to save the player's progress and be able to load it from the title screen.

    (Milestone: Alpha) Remember, you did all of that with placeholder art and no sound. But you're entire game functions like it's suppose to. This milestone is called alpha.

    --------------------------------------------------------

    6) Now you can start creating / adding in all of your finalized art / animation / effects. This will take a really long time to tweak and make it "look right".

    7) Then you can start creating / adding in all your finalized sound / music. This also takes a long time to tweak and get it to "sound just right".

    8) After that you can pass through all of your content and fix bugs, balance your mechanics such as tweaking damage numbers, health points, speed values, pacing of each level. Then add polish to your art such as adding little effects like dust particles, atmospheric effects, making things shine and sparkle, etc.

    9) At this point your game is pretty much finished. The vast majority of what you'll be doing is testing it, fixing bugs, adjusting the balance, getting feedback from other people, etc.

    (Milestone: Gold) Once you feel really good about the entire game and you want to call it complete then you've reached the milestone called "going gold".

    --------------------------------------------------------

    10) I bet you thought you were done. But there's more! Now you must complete a few steps related to "publishing". You have to figure out how you're going to package and distribute your game. You need to create icons, splash screens, write descriptions, instructions on controls and installation. Are you just going to wrap up your game in a zip file? Maybe you want an installer to make it look a little more professional. Are you just going to email it to your friends? Host it on itch.io? Release on Steam?

    (Milestone: Finished Game) Once you've worked through ALL of that........ Congratulations you've just completed your first game.

  • Wow that's awesome! Hey Ashley, can you possibly give some insight into how the "scene graph" will work?

    • Is there going to be a new scene bar (as in project bar or layers bar)?
    • In the event sheet, if a parent object gets picked will all the children get picked too? If a child object gets picked will it's siblings and parent get picked too?
    • Will any changes be made to the existing container functionality?
    • Any other interesting details?
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Fib

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