AngelEyes's Recent Forum Activity

  • Hi there, this is a bit of a bump. Any thoughts on why we get a web gl missing when rendering with NW.js. Did I get it wrong, that it has it's own browser, so why is the webGL missing? Did I perhaps render it wrong or miss a setting somewhere? Thanks in advance

  • We have a Construct3 project that we export using NW.js. However when putting it on a specific laptop, we are getting a "Software update needed" with "WebGL Missing". NW.js 0.49.0

    My confusion is that I thought NW.js had it's own browser that it shipped the game in, so it should be computer irrelevant and not need anything from the computer browsers.

    For clarity the project can run on other laptops, and I can get a different project to run on laptop in question.

    Thoughts really appreciated.

  • Thanks Cipriux, I did realise that it all happened a while back. Never the less, it was really helpful thanks.

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  • Cipriux, awesome thank you. Why 33? Just could not figure that out? Perhaps I am being daft?

  • warrior1988 thanks for sending me back there. I had looked at it, but missed a crucial piece on information the first time. There are still some jumps at the right hand of the screen, but fixed that by making the window size slightly smaller than the layout size. Just gives it time to sort itself out before stuff arrives in the window.

    Thanks for all the help everyone.

  • Please have a look at the following project where gaps appear between two tiled backgrounds when they wrap over when scrolling.

    https://dl.dropboxusercontent.com/u/79803565/Cavern%20Crusader.capx

    It gets better when the bullet speed is lower and I also thought better when the window size is slightly smaller than the layout size, although perhaps I dreamed that.

    Have I done something wrong? Is this part of the jerky problem on scrolling. Would love some feedback.

    Thanks in advance

  • Sorry if I am misunderstanding. I thought this is what you were looking for.

    https://dl.dropboxusercontent.com/u/79803565/fire%20sprite%20concept.capx

  • You need to link the particle emitter to a stationary sprite, not a moving one. If you need to create a 1x1 transparent sprite as the locator and fix it to the background.

  • JimmyTHicks, that seems a little easier, but still not sure if I am getting it 100%. Are you wanting the small hexagon to animate larger?

    Put this together to see if it helps

  • Did some testing on your system. If you select Share then both are selected when you come back in. If you do not select share then both are not selected when you come back in.

    I think it is because you have been specific with your conditions, checkbox_false.UID = 51, but not your actions where you just spawn on checkbox_false. Rather include another condition to pick checkbox_false by UID, this will then only spawn or destroy on the picked checkbox.

    Run it in debugger mode, I am guessing that they global variables are all operating fine, it has to do with putting the ticks in the right boxes at the startup.

  • JWstudios, Really thinking off the top of my head here. What if you created a loop to apply a force to the bottom of the object you want to test. Keep increasing the force until it moves 1px, in which case stop, or it goes past your threshhold in which case destroy.

    Effectively you are just creating a scale. Will not work on immovable object, and dont forget to take into account the weight of the holding object also. Might cause an undesirable 1px shake though.

  • Herks you could also look at using an instance variable to store information in a button.

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AngelEyes

Member since 20 Jul, 2013

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