Colludium's Forum Posts

  • That's great that it fixed it - you'll probably see your game run smoother as well. I think if you can provide them with a simple non-minified c2 export (even just a blank project that runs with no frame but with the frame boolean set true) then it'll show them the problem so they can identify the cause and fix it. In fact, just thinking as I type, if a simple blank project export does cause the problem - are you able to try it on a different computer / could you zip up an example and link to it here (I'll give it a try and see if it happens on my machine as well -it might be some hardware incompatibility between nw and your hardware).

  • Kan, spacedoubt,

    If the package.json is correct then this probably has nothing to do with c2. Which version of nw are you using? r190 installer uses 0.11.1 - but you can easily revert to 0.10.5 (much better IMO) by following this guide

    .

    Try the old version and see if your problems are fixed. If they are, then it's definitely a bug with the new version of nw - they can only fix it if you report it to them. Does this happen with both x86 and x64 exports? Are you making any requests to the browser object / nw object?

    As far as I understand nw wrapper - if c2 sets the boolean correctly then this is probably not a c2 bug....

  • Nothing serious... Event 7 - you're setting TargetX twice instead of TargetY, which is why the sprite moves to y=0.

  • If you haven't tried it already, perhaps delete the Firewall Rule you set up to enable LAN preview and create a new one. Perhaps, if the new router didn't throw the settings off, like so much to do with Windows, the old rule somehow became corrupted...

  • I assume that you checked the Window Frame option on Node export. So, here are a few steps which will reveal if it's a bug in C2:

    Open the package.nw using 7zip and extract the package.json. Open package.json using a text editor and you should see some settings:

    "window": {
    		"icon": "logo.png",
    		"toolbar": false,
    		"width": 1280,
    		"height": 720,
    		"position": "center",
    		"resizable": true,
    		"frame": true,
    		"kiosk": false,
    		"show": false
    	},[/code:1pnskakk]
    
    If "frame":true is false and you selected Window Frame during the export then it's a problem with C2 (please submit your example as a bug report - I recall someone else reporting this problem perhaps a month ago...).  If your exported package.json looks like the above code then I'm afraid that I've just reached the limit of my understanding!
  • If you don't want to use containers then you need to assign a sword to each knight by each sword UID as a knight object variable. That way you can do a For Each Knight and pick sword by UID.

  • Sounds like an interesting game...

    I have no problem with the scale on Kong, but it might be how you're using it that's the problem. Try reverting back to a scale of 1.0 and the original window size setting in c2, but in the Kong upload settings use 480x432 - just make sure the c2 game setting is set to letterbox scale. It's hard to make any other guys without seeing a capx or at least shots of your settings and code.

    If you want to avoid blurry browser reproduction, gave you tried a game setting of 160x144 with letterbox integer scale?

  • I couldn't link (using my phone) to the part of the page that explained how to select the various options in the exporter.

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  • Like you, plenty of other people have noticed this problem and have reported it to Google as well. It does beg some serious questions about the risks of being totally reliant on unpaid 3rd parties for the quality of your work... The bug report here has been progressing slowly.

  • I think the answer is here...

    https://software.intel.com/en-us/html5/ ... ordova-app

  • What version of C2? A memory leak was recently fixed in r191 - I had similar problems with lots of text objects in lots of layouts. All now fixed....

  • Make sure you have the "window frame" option checked on export.

    Sorry if this is too obvious - if you've done this already then it sounds like a bug with the export settings.

  • It could be one of many things, but we can't help without a capx....

  • This is a minor bug in the editor. On import of an image into the tiled background object, C2 guesses the collision polygon and draws that line in the editor. At run time the bounding box is used to detect collisions, so the problem is trivial.

    The capx below demo's the problem and that the bounding box is used for collision detection. Drag the sprite over the tiled background image to check its collision.

    [attachment=0:2ue24g21][/attachment:2ue24g21]

  • R0J0hound, that's an awesome plugin - thanks for putting the work in! I repeated my performance test using your plugin - the performance of Chipmunk was identical to the stock Box 2D Web plugin.