jobel's Recent Forum Activity

  • looks great! the game has tons of juice, charm, great colors and while it doesn't look too different for gameplay, it seems like there is a decent backstory narrative with hand made levels. I think handmade level games will always have a place for people since they go through them like books.

    good luck! I'm releasing next year as well, having lots of trouble with visibility and I'm working solo. I don't have the flashiest game to show and I'm pretty bad at marketing, its so difficult to juggle it all!

  • > try {
    	rumtime.callFunction("myFunction","Parameter");
    } catch(e) {
    	//console.log(e);
    }
    

    Rum time! woo hoo!

  • seems like auto-cloud is the best option.

    partner.steamgames.com/doc/features/cloud

  • I know save states and local storage are saved in the NWjs app, but if the user uninstalls will those saves keep?

    what if they install on a new computer? is there a way to use Steam Cloud to save games? I know in Unity its a couple lines of code to us the API functions.

    But I also know of the Steam Auto-Cloud is a whole different way to do it that iirc does not involve any coding.

    What is the preferred method?

  • didn't look at the project, but did you set the Width/Height/Depth of the array in properties?

  • lahbach try this recent video

    Subscribe to Construct videos now

    seems to be a lot of annoying little things you have to do.

  • does this Greenworks plugin support Steam cloud saves?

    EDIT: nevermind, Steam uses an Auto-Cloud Save feature that will work.

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  • R0J0hound I elected to not "set cursor from sprite" since it's updates are not that reliable. If I change mouse pointers it doesn't always work which is why I started to use my own sprites instead. It was always wonky.

    You’d effectively be just doing all the math that mouse.x/y does behind the scene. Which would work but I don’t think it provides much benefit.

    Well if the mouse is showing it would not race across the screen as the camera moved. What happens is that sometimes depending on where the mouse was when the camera moves it travels over buttons that make clicking sounds and effects... it happens really fast as the camera moves. It's noticeable. It's sort of a polish nitpicky thing. I'm just trying to tighten up things. When I look at absolute values they never move when the camera moves. It still may happen since the hover buttons could move under the mouse, it would just be less so without it trailing like it currently does. I only know because if I run the game with Fullscreen mode OFF and use absolute for the mouse pos it pretty much fixes it.

    Set sprite x to mouse.x

    Set oldScrollx to scrollx

    Set scroll position

    Set sprite x to self.x-oldScrollx+scrollx

    aha! I will poke around with this.. however I have my mouse code in an #include (included on all event sheets) and the scroll happens in the layout's event sheet, so I have to find a way to do it... but that is a good suggestion to just make sure, thanks!

  • Funky Koval I don't think pointer lock will help me here. I am positioning a sprite to wherever the mouse currently is on my layout and I lerp the screen position when "swiping" to the next screen. So its not an instant move... if it was I would have no issue. The main problem is I'm trying to be "stylish" and swipe right ..haha! If I shut off Fullscreen mode and use Absolute values it all works perfectly.

    what I need to do is:

    Set mouse_point_sprite to mouse.absolute x/y - upscale

    but upscale has to be calculated. but I guess if I use absolute for the hiding, I could use the calculation for position which doesn't have to be exact (is this what you meant R0J0hound?)

  • R0J0hound ah that's a good idea. Not sure why I didn't think to use absolute to see if it moved and the regular X for position. For some reason I was thinking I needed to use one or the other.

    That fixes the wake up problem. Although I still have the problem of when the mouse is awake and I slide to the next screen you see the mouse moving - which isn't a terrible thing, I just wanted it to stay in place and not "hover" over things as it moves across the screen.

    In general if you set a sprite to mouse.x/y there is a tiny little lag - a player wouldn't notice, but because I swipe screens and move pretty fast with easing (meaning the screen swipe is not instant) you see the mouse move. So when I saw the absolute values, I was thinking those are the ones I want.

    I tried viewport expression, but those seem to be pre-upscaling. I didn't see any 'screen' values in the Browser obj in c3 - maybe they removed that.

    if I shut off Fullscreen mode in Properties the absolute value works perfect.

  • is there a variable that tells you the current stretch of the screen? can you access Letterbox Scale somehow? I searched the doc and couldn't find anything.

  • I think I figured it out, but I don't know how to fix it.

    my screen reso is 854x480 and when I Letterbox Fullscreen mode it stretches the screen to 1920x1080 upscaling the game.

    so my mouselayer has to be parallax 0,0 but then it thinks the bottom RIGHT corner of the screen is x/y:854,480 but because Letterbox is scaling it, it is really at x/y:1920,1080

    (oh maybe parallax doesn't matter?)

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jobel

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