Can you try again and make sure you are using 1.4.1? I just tried with 1.4.1 and it looked ok. If there is still an error, open the dev console and send the details of the error.
Ah, yes. I fixed it for another dev, but forgot to upload it here, uploaded.
github.com/greenheartgames/greenworks/releases/tag/v0.15.0
1.58/0.82/Mac Arm
Typescript support! Thank you! We extensively use TS in our project and had to create our own partial .d.ts files. Looking forward to try out the official versions. Also I have found it useful for checking JS too when you have typescript definition files. See: typescriptlang.org/docs/handbook/intro-to-js-ts.html
Nice!
Great interview, thanks for sharing some of the details on publishing. The drill mechanic looks super clever and has great visual style.
Great work and thank you for _again_ opening up the option for extending SDK support (e.g. companion addons for steamworks, this looks like a nice way to do it and I hope that any PRs from the community to the official addon will be small and just bug fixes). Very much appreciate your work.
Along similar lines, I have never seen the Steam Overlay work with MacOS, whether greenworks, electron, nw.js and/or steamworks-js. It probably needs a similar architecture as what you are describing here, but Mac specific.
You likely need to change the formulas that calculate the parameters based on the fact that the screen corner locations change with unbounded scrolling.
No worries, it's also good to reveal that this is a real limitation of the effect (transition from no color change to color change.)
Hmm, if you have a demo project that behaves like that, I'll take a look. When I tried it with the sample project modified, I did not see the issue.
Pure white is the case when no color effect is applied, so that might be happening? I also imagine it would depend on at what skend value is being applied, how much it may glitch.
What I see with a quick test, that if you have color as white and change to non-white, it will glitch. The reason for this is the C3 rendering changes from non-predraw, so the effect is applied on render to canvas to predraw, where the color effect is applied first into offscreen canvas and then the skendPow effect is applied. Due to the changes in render processing, the effect will appear to glitch. For now, if this is the same issue you see, I suggest never changing the color back to pure white, any amount off will make the rendering consistent. An alternative is to change the addon to always predraw, but that has perf impact for the cases when color/opacity is not being changed.
Great description - it would be great also if we could have access to those multiple textures in C3 shaders also. I'll add a suggestion.
I am not sure, I just tested and it seemed ok. For preview, none of the steam functions will work (since not running w/ nw.js and dlls), but I didn't think it would black screen. Check the dev console for errors? Also send me the min version of the project on discord andI can try too.
Member since 22 Apr, 2016