Colludium's Forum Posts

    Irbis, the scirra team appear to have no interest in developing a unique steam plugin because - this Greenworks based plugin will always be tied to the progress of the source files (based on github). MadSpy has been working on his plugin (in your link) since Oct 15; I was fortunate enough to be in a position to test some of his work back then on my game, and it was great to see what he could do and what he has done since. I know that there are more good things to come in the near future, so I personally think that his asking price is very reasonable considering the support guarantee he is offering. Providing any game you create is better than the 'average' game to be found on the scirra arcade then you'll make the cost back many times over.

  • Thank you Ashley - very much appreciated!

  • Shame - I'll have to limit my use to a light radius of zero. Thanks for checking.

  • Visible: "Able to be seen"

    Visibility: "The state of being able to see or be seen"

    Source: Oxford English Dictionary.

    Thus the editor is technically correct as it is and it would also be correct if it was changed to how your first suggestion is worded. Not a bug, just lexical semantics .

    It would be nice to see in C3 a more complex sine behavior, something like this: https://www.autodeskresearch.com/projects/skuid

    Would help a lot for creating animations <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I think some sort of animation and mesh deformation functionality was dismissed because we have a Spriter plugin... An ability to do something like this within the engine would be invaluable.

  • Problem Description

    Tilemaps with shadowcaster behavior cast incorrect shadows with artifacts.

    Attach a Capx

    capx

    Description of Capx

    Simple tilemap with solid and shadowcaster behaviours. The shadowlight object and glow/mask object are both moved to a player sprite that can be moved using the platform behaviour. The shadowlight height is set to zero and should cast long shadows.

    Steps to Reproduce Bug

    • Run Layout and move player around the platforms.
    • Observe the limit to the cast shadow.

    Observed Result

    Example showing the end of a cast shadow, as if the height of the light source was not zero:

    Expected Result

    Tilemaps do not cast shadows with artifacts.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W10 x64.

    Construct 2 Version ID

    r229 64 bit.

  • Populate an array with sequential values and then remove an element randomly each time...

  • Try experimenting with the Layoutscale system value to zoom the layer to the window. The Manual

  • What effect are you looking to create by doing this?

  • Problem Description

    If you delete a layer in the editor, then - during runtime - the layerindex system expression does not return the updated value of higher layers.

    Attach a Capx

    capx

    Description of Capx

    There are 6 layers; the event sheet writes the layerindex of layer "this_layer" into a text object. If you delete one of the lower layers and then run the layout you will observe that the layerindex for "this_layer" is not updated.

    Steps to Reproduce Bug

    • Run the layout to see correct Layerindex result.
    • Delete a lower layer then run the layout and observe reported Layerindex value.

    Observed Result

    As above.

    Expected Result

    Correct Layerindex value should be returned.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r229 64 bit

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  • Problem Description

    Scenario: offer player option to upload images for customisation on platform nw.js. In the upload dialog, if the player presses Cancel then there is no way for events to detect this selection, even though nw.js offers api support (see here for v14.2 changelog - nw.js receives an On-Cancel trigger event).

    Attach a Capx

    capx

    Description of Capx

    Simple example to offer player option to upload an image to one of two sprites. If you click on one of them a global variable changes to manage the mode of the event sheet and a nw.js open dialog opens. Either select an image file and upload, via OK, or press Cancel. If you press Cancel then the global Mode variable cannot be reset because there is no event trigger for the dialog when it is closed using Cancel.

    Steps to Reproduce Bug

    • Click on a sprite and upload a new image by pressing OK.
    • Click on a sprite and then cancel the upload / close the dialog window.
    • Observe that the 'game' is now locked because the global Mode variable is incorrectly set for image upload.

    Observed Result

    As above.

    Expected Result

    The nw.js plugin requires a dialog Cancel or close trigger event, as supported by nw.js api.

    Affected Browsers

    • nw.js only - tested on v14.2

    Operating System and Service Pack

    w10 x64

    Construct 2 Version ID

    r229 64 bit

  • Are you executing nw.js api script to open a default browser window, or are you using the Browser object to do it? The Browser object only works on browsers, not nw.js... See here for the api.

  • could you also have an XML file that the player could modify read by NW?

    <NewEnemy1>

    <Health>400</Health>

    <Movement>raid</Movement>

    <Weapon>torpedo</Weapon>

    </NewEnemy1>

    also, I'm not talking about making the game moddable by beginners... they'd have to understand modding...

    I had always thought that I would want to secure the parameter data somehow, probably by saving a hash string along or inside the json file (I'm a fan of json at the moment), so I hadn't really considered granting people easy access to the package.nw files. By limiting what the player can change it prevents a player from creating impossibly immortal enemies etc. So mod-ing would be limited to graphics (sprite and tilemap images) and to the configuration of the layout tilemap as well, all supported from within the game.

    I'll have to think about other sorts of mod-ing (opening the package.nw and changing assets directly) - I don't think I would mind but I wouldn't try to make it easier than it is already.

  • what do you mean by transfer between exports? do you mean between multiple copies of the game...online multiplayer?

    I'm aiming for a stand alone Steam export. I would like to be able to save or transmit an image (that the player loads into a game object) automatically from one game to another (both players on multiplayer, no server use). Unless I've missed something I don't think it's possible to save an image from nw.js or export an image as a data file using multiplayer. So to customise a game object the player would be required to place assets in a folder that nw.js can reference and upload from automatically (I think this is easily possible, load image from url) but sharing one of those assets between games is not - that's what I would like to do as well. Then a player could transmit the assets they created as well as the layout positional data. A bit of a ramble but I hope it makes sense....

  • I have a plan to add a level-creation feature to my current multiplayer project. It's rather 'embryonic' and exists as more of a concept than something substantial at present....

    Edit: I'll be using JSON files to store the level data. Everything from the terrain layout to the placement of traps etc will be stored for transfer so a multiplayer game can be played on a unique layout. If it was easier to transfer images between nw.js exports then I would look into doing that as well for greater customisation.