dop2000's Recent Forum Activity

  • Thanks!

    As I understand, the MacOS equivalent of appdata folder is

    ~/Library/Application Support/<appname>

    One problem is that in NWJS we can't use "~" character in file path, I am not sure how to properly access ~/Library without it.

    Also, changing the save file location for existing players may be an issue, hopefully it's possible with Steam Cloud.

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  • Our NWjs game writes save files to Documents folder. When you install it with Steam and run for the first time on Mac, it displays a dialogue like this:

    After that the game works fine, can read/write files from Documents folder.

    However, if we release a new version and Steam updates the game, it looks like this permission gets removed. The game doesn't prompt again for access, but it can't read any files from the Documents folder and throws this error in console log:

    Error: EPERM: operation not permitted, open '/Users/username/documents/GameName/Filename"

    There are two ways to fix it - either uninstall/reinstall the game and confirm the permission again, or give full disk access to the game. Neither of which is a good solution.

    Has anyone had this issue?

    If this is a bug, who should we report it to - Scirra, Google (NWjs), or Steam?

    Tagged:

  • forum.gamemaker.io/index.php

    Nothing's wrong about comparing different game engines of course, but that explains the question about GML :)

  • Construct is a very capable 2D engine, you can take a look at this game we recently released, it's 100% made in C3.

    I haven't used Unity, but I heard that certain routine operations (like adding new sprites, animations etc.) are much easier and faster to do in C3, than in Unity.

    C3 is an almost perfect engine for casual mobile games. Unfortunately, when it comes to monetization (ads, IAPs), its official plugins are barely adequate. You will probably need to purchase 3rd party addons, for example this collection.

  • You can draw an immovable object:

    howtoconstructdemos.com/physics-game-draw-lines-to-catch-falling-objects-capx

    But if you want the line to be movable and rigid, it's a pretty difficult task. I've seen a few examples, but don't have any links. And they all had some issues and limitations.

    Using Pin with Physics is definitely not a good idea.

  • You can open project.c3proj file in Notepad and check which version it was saved in, for example:

    "savedWithRelease": 22500

    Then try to open the project in that C3 release, in the example above it's r225.

    If it opens, find the Pin behavior and remove it.

  • You didn't mention that was the main issue. You need to post a demo project, it's difficult to understand what the problem is without it.

  • Well, assuming you have multiple objects in the family and a single billboard sprite (perhaps with several frames and animations), you can try this:

    Family On Created
     Family spawn Billboard
     Billboard set animation ....
     Family add child Billboard
    

    .

    If each family object has its own billboard object, then you can simply add each pair to a container. For example, Zombie+ZombieBillboard, Vampire+VampireBillboard.

    Objects from the same container will be created automatically.

  • If there are multiple objects in the family and only one billboard object, then containers won't work.

  • Are they showing their billboards incorrectly? What do you mean by that?

    Also consider posting a screehshot of the event sheet.

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dop2000

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