Colludium's Forum Posts

  • Some progress has been made this week - I have managed to create a save/import system that works on both NWjs and html5. That was quite difficult!! Now for a cup of tea....

  • Thank you SoldjahBoy!

  • The manual states that you should use For Each after a timer event, if it is possible that more than one instance could be triggered at the same time.

  • Prominent - thank you very much! However, I cannot get it to work in my W10... Both export and preview give similar problems. I put the variable NWjs.UserFolder in the "your path goes here" position (capx) but the open dialog location is incorrect (I am not sure if the apostrophes are required, but with or without them results in an incorrect location being opened).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Edit - I had a thought - I could use the Browser Object to open a window at the save location URL, for the player to then drag/drop the file into the NWjs window. This is a solution, but I consider it a bit untidy as the rest of the game uses Open dialog windows (no drag/drop), but using this will be better than nothing if no other solutions can be found.

  • Does anyone know a way to set the NWjs Open File Dialog path, so that the dialog opens in a particular folder?

    What for...? I would like to establish a database for game-save objects and would like the player to select one for import (or navigate to somewhere else on their drive, if they wish). The default game-save folder will be buried in a not-easy-to-find folder at c:\Users\Name\GameTitle\Data - thus I would like the File Dialog to open in the Data folder if possible. There's some info on GitHub but I don't see a way to achieve this through c2.

    Is this possible or am I just dreaming....?

    Thanks.

  • Irbis - Excellent artwork and animation! Very impressive

  • Problem Description

    The NWjs object UserFolder does not return the drive letter / a compete path to a user's folder. When importing a sprite image using the UserFolder, the path is inadequate for the requirements of Sprite Load Image from URL.

    Attach a Capx

    capx

    Description of Capx

    The capx contains 2 methods of importing a sprite image from the user's hard drive - by using either the NWjs.UserFolder path or by opening a NWjs file chooser. The path in the file chooser is complete and loads the image, the path in UserFolder cannot be used to import a sprite image. You will have to save an image as per the instructions before running the test.

    Steps to Reproduce Bug

    • Save an image to \Users\YourName\test folder\image.png
    • Run the layout in nw.js
    • Use the 2 buttons to select the image import path

    Observed Result

    The sprite image can be loaded from the ChosenPath but it cannot be loaded from the UserFolder path.

    Expected Result

    The UserFolder path in NWjs should permit a sprite to load an image from URL.

    Affected Browsers

    • Only NW.js

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r231 64 bit, nw.js v14.6

  • User level-design progress update.

    Well, creating a tilemap on the fly is not easy... (of course!). But, here's what I've managed to do so far. There are a couple of slope render artefacts that need addressing, but as a first go - I'm quite pleased with it!! It looks like I'm going to have to create a tilemap draw algorithm and draw each new map that way - I was hoping to get away with employing blend modes, but it doesn't look like it! At least I have achieved a simple draw/delete mech and a means of allowing the player to upload their own tilemap foundation images.

    Now to plan some For loops....

  • Using an appropriate trigger event so this won't happen during the final version of the game...

    Browser: Execute Javascript:

    "// Load native UI library
    var gui = require('nw.gui');
    
    //open a new window to localhost
    var win = gui.Window.open ('http://localhost:50000/', {
      position: 'center',
      width: 480,
      height: 270
    });"[/code:15wj66en]
    
    This is the 'with options' version of the javascript that is detailed [url=https://github.com/nwjs/nw.js/wiki/window]here[/url] in the nw.js github wiki.  Works like a champ - and both windows will close at the same time too.
  • Thank you SoldjahBoy!

    Post weekend update. With the help of the magic Canvas plugin, and a modified nw.js plugin by (that enables image saving from url), I have created a system where the player can upload 3 images for conversion into a game-ready tilemap. All I have to do now is transfer the event sheets from my experiment to the main project, without inadvertently deleting a variable or set of events... If all goes well, user-designed tilemaps and custom graphics are now looking promising!!

    Phew!

  • That is rather special - thanks!!

  • And here's an example of self-damage.... to show the difference between the explosion-circles:

    I think I'm going to go for slopes....

  • Slopes are cool but so are no slopes. If you stick with the square edges maybe make the player "auto jump" when walking if they hit a single height block so it doesn't end up being a jumpfest? They would need to jump still to clear anything higher than a single tile but it would make it "feel" like having slopes without actually having them.

    ~Sol

    Ha - yes! This is exactly my dilemma.... I do want to avoid the jumpfest scenario, where progress is slow unless you're always bouncing. The auto-climb idea is good and has worked well for me in the past, but I think it would slow progress enough that players would just jump anyway... So - here's what it looks like with slopes:

  • Good work,