Anthracite's Recent Forum Activity

  • Hi there, I'm very new to Drawing Canvas's but I think they're going to work for what I'm hoping to achieve.

    Essentially what I'd like to happen is...

    • Player is overlapping Drawing Canvas
    • Paste Player Sprite at Offset (dependent on a variable)

    Is this possible?

  • Hi there, I'm hoping you can help as this issue is preventing achievements etc from working on a published game.

    Essentially the issue is that we're running the game exported using NWJS 0.52.0 (so that we can use Greenworks).

    When we export the game, we can run it absolutely fine with no issues at all.

    When we put in the Steam DLL's and Steamworks files we experience issues ranging from the game lagging at various points, to NWJS not closing properly and remaining in the task manager until it's forced to close.

    Again, the game runs with no issues when those steam files aren't there. We've tried this with the latest and previous versions of Greenworks and it seems to happen every time.

    We've followed the steps listed out by in this forum post

    construct.net/en/forum/construct-3/general-discussion-7/nw-js-refusing-close-game-154417

    Unfortunately the issue persists.

    I do hope somebody has encountered this and has a way for us to get past it.

  • Hi there, our game is pretty much done however we have noticed a fair few lagging issues when running NWJS 0.52.0 which is needed for Greenworks.

    These issues go away completely when we use the latest NWJS version, but immediately return when we re-export using 0.52.0

    Is there an update to Greenworks somewhere that I'm not aware of that allows the latest version of NWJS to be used?

    Tagged:

  • Hi there, thank you so much for taking the time out to have a look at this. This has shed some light on it for sure, thank you!

  • Bit of an odd one, I know but I'm hoping someone can help out here.

    I've seen the various examples of rope mechanics which is what started me on this path. However, I think this case is a little different.

    Essentially we have an object being created from the player that has the bullet mechanic, it travels a short distance and then reverses the direction back towards the player objects current location. Essentially a Boomerang.

    What we would like to happen is for a series of chain links to be created when the Boomerang is fired, and for them to create a chain going from the Boomerang to a point on the Player. Each of them rotating and reacting properly.

    How can this be achieved? Would really appreciate some input.

  • Hi there, I hope you can help here ...

    We're unable to use NWJS 0.52 with Greenworks as it causes performance issues (such as multiple instances of NWJS remaining open and lag caused by positioned audio.

    So, my question is how can I use Greenworks with the latest version of NWJS, where these issues don't exist?

  • Hi there, this might be impossible to solve as I understand it's a known issue but I'm not aware of a sure-fire method as yet.

    We are using 0.52 so we can use Greenworks, however when we exit the game we're using the Browser Close and Javascript

    "process.exit(1);"
    

    However, I still see NWJS in the Task Manager and the game won't allow me to restart the executable. I also see NWJS increasing in memory use pretty much until it's at 100% of my Ram (256gb)

    So, is there a surefire method of forcing NWJS to quit when you exit the game?

    Tagged:

  • Hi there, apologies in advance as this is a bit of an open question and something I've been unable to wrap my brain around.

    I have an object that has an instance variable called Action

    When Action is 0, it does X

    When Action is 1, it does Y

    When Action is 2, it does Z

    The problem arises when there are multiple instances of this object.

    If there are two instances where Action=1, it seems that only one of them will do Y the other will do nothing.

    How do I correctly sequence these, so that both of them do Y rather than just one? Is it for each or something else ... please answer like I'm 5 years old haha

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  • This is something that isn't happening all the time, but we have a testing mechanic that allows us to jump between layouts.

    When that happens, there is quite a noticeable delay between an input and movement. This doesn't happen at all anywhere else.

    Looking in the CPU profiler, it doesn't look too intense and it does calm down over time. But is there a way where I can drill down and see exactly what events are causing spikes?

    Can you see what objects are causing them?

  • Thank you lionz for replying, I might not have explained myself too clearly.

    The following screenshot shows all the references to costume_unlocked_sunshine in the entire series of event sheets

    So, as you can see there is no switching of the boolean at all (we just check it in a different area)

    We have made the adjustments to the function, so now the triggering of it looks like this

    Which runs the following function

    We interact with the Fire Costume trigger, (as you can see in the first screenshot) and it all runs but still the Costume_Unlocked_Sunshine boolean is switched and not the Costume_Unlocked_Fire one.

    So very strange!

  • A little background on this first, we have unlockable costumes in our game which are controlled by Booleans.

    Each time the player picks up a costume the following function is ran

    We are testing this in debug and can see that a different boolean is being switched to True when we are trying any of the two current costumes.

    For example we INTERACT with a Costume_Trigger family member that has the Name 'Fire'

    It runs fine, but the end result is it switches the Costume_Unlocked_Sunshine to TRUE rather than the boolean in the code which is Costume_Unlocked_Fire

    Am I doing something wrong here? As there are no other references to Costume_Unlocked_Sunshine in the event sheets at all (other than the creation of the Boolean itself)

  • You'd be right there. I've added them in and I can see the counter increasing, however the costume_name variable never changes (or doesn't seem to)

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Anthracite

Member since 30 Dec, 2016

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