68kStudios's Recent Forum Activity

  • I love this game prototype. You seem to be very experienced in experimenting with the 3D aspects of these projects you work on. The prototype look good. I myself also am curious to try these 3D projects and make me a 3D like game when im done with other current projects im working on. Are you planning on making a new RPG dungeon game or just testing out the new 3D features or both?

    Thanks ;)

    I've spent a lot of time (I mean, years) working on how to reproduce a fake-3D ambient with 2D images with my other games. But I've actually tried 3D objects in Construct only two days ago! And creating a 3D dungeon was really easy. So, I'm seriously thinking to switch to this technique for my next game...

  • Inspired by a couple of 3D examples recently added to Construct, I've decided to try to develop a prototype for a First Person Dungeon Crawler using 3d Objects.

    So far, I've only used 2D images to develop this kind of game (like my latest RPG Inferno - Beyond the 7th Circle, available on Steam and Gog ), but I have to say that using 3D object is a way faster solution and it opens a lot of new possibilities for me.

    This is a small prototype created in a couple of days using assets taken from my other games (so, nothing created purposely for 3d objects). What do you think about it?

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    (every time I rotate the camera the video lose some quality for a little bit, but it doesn't happen with the actual game)

    EDIT 09/23

    Now available in early access, for Windows and Linux

    Steam: store.steampowered.com/app/2197650/Ludus_Mortis

    GOG: gog.com/game/ludus_mortis

  • Ashley

    After a couple hours of trial and errors, I've found out that the issue is caused by the official Slider Bar object. To reproduce the issue, create a new project, insert only the slider bar and try to export with advanced minifiy.

    Opened a bug report on Github

  • Hi,

    after the latest update, I can't use the "Advanced Minification" anymore on my project.

    This is the error:

    /str/c3runtime.js:3599:98: ERROR - [JSC_UNDEFINED_VARIABLE] variable value is undeclared 3599| map.set(this,self.IInstance._GetInitInst().GetSdkInstance())}set value(v){C3X.RequireFiniteNumber(value);map.get(this)._SetValue(v)}get value(){return map.get(this)._GetValue()}set maximum(v){C3X.RequireFiniteNumber(v);map.get(this)._SetMaximum(v)}get maximum(){return map.get(this)._GetMaximum()}set minimum(v){C3X.RequireFiniteNumber(v);map.get(this)._SetMinimum(v)}get minimum(){return map.get(this)._GetMinimum()}set step(v){C3X.RequireFiniteNumber(v);map.get(this)._SetStep(v)}get step(){return map.get(this)._GetStep()}set tooltip(str){C3X.RequireString(str); ^^^^^ 1 error(s), 0 warning(s)

    It's not the first time that happens something like this, and I've always found some third party plugin that was no longer compatible. But this time, in my entire project I only use 2 third party effects and even after removing them, I can't manage to use advanced minification. I've also tried to create a new project using only these 2 third party effects, and it works so I think that I can exclude them.

    Is there any way to find out what is causing the issue reading the error or using the debug console? Thanks

  • Congrats on the release!

    Thanks ;)

  • Available now, also on GOG.com

    gog.com/game/inferno_beyond_the_7th_circle

  • A couple of new screenshots:

  • Update: "Inferno - Beyond the 7th Circle" is on of the game of the current Steam Game Festival.

    You can download and play the demo of my game here: https://store.steampowered.com/app/1251850/Inferno__Beyond_the_7th_Circle/

  • Windwalker Thank you ;)

  • New update with some bug fix and a lot of small improvements.

    You can play "Catacumbas" here: 68kstudios.itch.io/catacumbas

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  • Hello!

    I was wondering if you have yet to find a way to bypass your fullscreen issue on starting up the game.

    I'm having the same complication, having the game require a click (keyboard) input in order to set it to fullscreen.

    Would love to hear if there's a fitting solution out there.

    Cheers

    Not really: I've added a selection when the game starts between Fullscreen and Windowed, forcing a click of the user, but I know that it isn't the best solution...

  • Found it here

    construct.net/en/tutorials/exporting-desktop-apps-nw-js-15

    FULLSCREEN MODE

    To run NW.js exports in fullscreen mode, as with other platforms use the Browser object's Request fullscreen action. Normally in a browser this cannot be used automatically, and requires a user input event to work; however it can work automatically in NW.js. Therefore you can use Request fullscreen in On start of layout to automatically put an NW.js game in to fullscreen mode.

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68kStudios

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