Colludium's Forum Posts

  • I hope this will work for you (I've not tried it). NWjs spawning .bat and .cmd

    Edit:

    If you include the .bat file inside the package.nw (ie import it into c2) then use:

    require('child_process').exec('cmd /c batfile.bat', function(){
       // …your callback code may run here…
    });[/code:1zu0bvrl]
  • In the latest Chrome Canary the jank is almost gone.... There's clearly a dropped frame or two but it's way better than before.

  • Sounds are loaded as sounds and preloading is set to yes. Here's the capx.

  • It is the same as this?

    Ashley closed it before a capx was loaded, but it was reproduced recently.

    Probably... It's been a chrome problem for a while now.

  • 1. That's a terrible file-sharing site.... just FYI.

    2. You have not found a bug... You are not using the keyboard or function.call methods correctly.

    See the manual pages that refer to these events and, if you're still stuck, I suggest you post a question in the "How do I" forum.

  • A few months ago I reported a jank bug in chrome, but the bug report was duly closed when the devs were unable to repeat the problem. This is also evident in NWjs and, although it can be worked around, it would be great to get it fixed. Could you please spare a minute and check out the bug report - I'd be interested if you experience the bug as well or, like the chrome devs, don't see a problem... The bug report can be found here.

  • I think that this is a Chrome bug - I submitted (and just re-submitted) a bug report for it a few months ago. Please star the report if you experience the same bug in Chrome: here. In the interim there is a work-around - play a very quiet sound-at-position during a loader layout, where you won't notice any jank. The benefits of being reliant on browsers...

  • rexrainbow - firstly I wish to thank you for making this plugin - it's really useful.

    -rest deleted - not a bug! -

  • I've got a problem with my car. I followed the maintenance instructions exactly. Any ideas what could be wrong?

    I smell a troll. New account, but says

    ....nice to see the forums are as helpless as usual .....

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  • The package.nw files are the same in each export folder and do not take up any extra resource to be compiled (beyond the small time taken to copy/paste the NWjs folders from the NWjsForC2 folder...).

    Have you tried exporting and not selecting image compression and script minify?

    To make the export almost instant (ie like preview) then we would need an option to prevent sprite sheet creation for the export - but then your tests would not produce representative performance results because of their lack of use of sprite sheets.

  • Progress! Here's an example of importing a tilemap with a a user-created image/tileset. The import includes some lighting objects as well, all thrown in to test the data storage. I had to recreate the light effect system so that the player will see the exact same lighting effects in this edit mode as will be seen in the main game...

    Completed:

    Basic game-save and import logic

    Image generation and save system (but needs tweaking to remove artifacts in corner cases)

    Lots to do over the next couple of weeks, including:

    Password protection for data

    Data obfuscation system

    Import saved level into main game

    Long term objectives:

    Create a bespoke platform behaviour. Sounds crazy but the default platform behaviour is not truly framerate independent and it makes wall climb / wall jump / multiplayer just that much harder to work out. I don't want to spend the next 6 months creating my own behaviour, but if this goes to plan then I will use it and the multiplayer plugin to properly manage collision detection v latency. I'm going to run this in parallel to the main game dev, so I can swap between the two when I get bored, so it might come to nothing.... .

  • Sorry - I don't know the answers to those questions.... The c2 export will work in linux, all you have to do is right click on the exported executable to enable the permissions. If you want to have a game-icon instead of the default then I think you need to use nw-builder - but I have not used that and I wouldn't know where to start to help you use it on a mac...

  • I suggest you run a linux distro using Oracle Virtualbox as shown in this how to geeks article, if you don't want to run a dual-boot windows computer. If you change the flag inside your linux distro then the exported game should run (right click on the exported file). I'm not a linux user but I have tinkered with this a bit in the past. You could also try out some of the compile options for NWjs that are available on Github like nw-builder (which I have not used but it looks very useful).

  • Here's a tutorial explaining NWjs export.

  • I think that the simplest accurate method, that Sir Isaac would approve of, is to use s = ut + 0.5*t^2.

    So, if V0 and Y0 are values from the previous tick, and g is the pixel gravity:

    Y1 = Y0 + V0*dt + 0.5*g*dt^2

    V1 = V0 + dt*g

    (ie the exact method from the spreadsheet linked above). Any other morbid will introduce different errors...

    Raycast is required to prevent tunneling and high speed / low fps problems.