Sumyjkl's Recent Forum Activity

  • So I just found out it's actually not possible to change the operating system drive letter. As far as I can tell it's hard-coded.

    You should be fine using

    "C:"&NWjs.UserFolder[/code:cgg2e6ck]
    Otherwise you would need to test for which directories have write permissions.
  • Hmm, so you're trying to find the user's user folder path?

    That's tricky. Is there any particular reason you need to use the user folder?

    Personally, I would just try to use C drive, and if that failed (incorrect path) then use the current folder. As far as I can tell NWjs isn't capable of finding the Windows drive letter.

  • It seems to work fine on my side.

    NWjs.AppFolder[/code:13lu71wk]
    Returns
    [code:13lu71wk]C:\Users\Username\Desktop\New project\win64[/code:13lu71wk]
    When the project is just exported to the desktop.
    
    It also works for external drives:
    [code:13lu71wk]E:\win32[/code:13lu71wk]
    When I put the win32 folder on my USB drive.
  • The closest I can think of is to make a copy with all the content removed or unloaded from your game. Then you can run it in NW.js (or keep running in a browser).

    The problem is NW.js is window based, and C2's multiplayer can't deal with multiple instances, so you'd have lots of windows open, and any overhead NW.js (just running it) has would be multiplied. Also as far as I can tell NW.js doesn't support running multiple instances by default.

    In regard to rendering, you can't remove objects from the game obviously since it wouldn't sync with peers, and neither can you change the collisions or other properties without desync, so you are stuck with having those objects in. I'm not sure if this would help, but I imagine removing all transparency from sprites would help with decreasing overhead. That or (depending on how Canvas works*) blocking the whole layout with a fill layer to make the program think it's finished rendering when it gets to that layer.

    *I have no clue how canvas works.

    I'd recommend changing all the settings to their least performance-heavy options. I don't know much about performance, but I imagine this would be the most extreme you could get:

  • You may be best to read this.

    I cannot understand your question, and I doubt others would be able to either. My best guess is that you want to duplicate the contents of one array and place them in another.

  • I think the other replies may have missed your last sentence.

    [quote:33xgymb2]I just need to know the best way about getting them to take the place of the original ship, and then slowly float apart.

    I don't have a nice easy solution to this, but I'm guessing there isn't one.

    I would just bite the bullet and set the individual pieces to the right positions and angles when you create them.

    If they have the physics behavior, you might need to be careful with the collision polygons overlapping.

    If you want to set this up without needing to test it constantly, I'd suggest disabling all collisions/physics/moving parts and place each gib where it should be over the object. Then you can print out the position of each (relative to the main object) and move it by that much when they are eventually created.

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  • I believe On Destroyed is like the other triggers, in that it triggers separately for each instance.

    Not sure if there is a nice solution to that though. You may need to test for that when you destroy them, rather than using On Destroyed.

    Another less pretty solution is to test if more than one has been destroyed this tick by assigning a variable to Object.Count at the end of the event sheet, and comparing that when an object is destroyed.

  • As long as you have the same objects with the same instance variables and names, you can copy an entire layer at a time. Then you can re-position the paste.

    You can do the same with events, as long as everything is the same across the projects, mainly variable and object/family names. If some things are in a container in one but not the other, you may need to redo that.

    Copying actual objects is impossible though, as far as I can tell, so you'd need to re-import or re-copy the frames of animations over.

  • Theihe

    If you're still looking for someone, I PM'd you!

  • Lovely colors! The shadow effects really make it look 3D :)

    Thanks!

    Not sure if I went overboard on the saturation :)

    Then again, it is supposed to have a sort of... Gamey feel.

  • A quick prototype I made to test out some assets I've been making for a multiplayer isometric hacknslash.

    The effects are done using this method.

  • C-7 Thanks for the help!

    It's a lot closer to what I was looking for, but it's still not quite perfect, since I wouldn't be able to overlap them.

    (Very late edit: since I was trying to keep the effects on the same layer.)

    But! I got it!

    Using your method of Source Atop on the mask instead of the object, the mask obscures the effect behind.

    Like this:

    Capx

    [Google Drive]

    Changes:

    • Mask is now white
    • Effect layer is set to force own texture
    • Effect layer has the multiply effect
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Sumyjkl

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