Colludium's Forum Posts

  • Sweet work Ruskul - thanks for posting this! This is perfect timing - I'm just in the beginnings of creating a platform behavior game (using platform+), and I imagine that this will work as a hack for that too. (rubs hands with glee)

  • As alternatives you could try simply burning the files onto CD / DVD. But if you've got too much data for that then you could set up a home network and just drag/drop the files between your computers. There are various free programs that can assist you in doing this, but I've never tried any of them - DropBox provides an online backup as well as a transfer means, and the windows home network is very easy to set up.

  • Dropbox.

  • Try following the guidance in this tutorial. There are plenty of things you need to do for web font loading, and this tutorial provides an excellent summary. Also note the work-around at the bottom - you should create a text object on layout start and then immediately load load your web font into it.

  • lol - nope: beginner =/= stupid.

  • You're using Pin incorrectly - this isn't a bug. Replace "every tick" with "on start of layout" - you only need to pin an object once and if you want to set position to then you should use that command instead.

  • Web fonts are pretty but a pain to get working. You need to create a hidden instance of each text object at the start of layout and assign it the web font at the same time. You can use a wait and destroy it later. I have found that this doesn't work with all web fonts and the only way to know is to test/preview on a computer that doesn't have the font you're using installed.

    Does this happen if you export and run NW.js without Steam client?

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  • Don't command writing text objects every tick - I'm guessing, if you're not using sprites. Setting the text in a text object takes up a lot of processing time....

  • Ashley, sorry no, because when I last installed r218 and the alpha NW.js my game wouldn't run for the lack of Ajax and greenworks support. I did test in Chrome and Firefox however and Alt+Enter caused a stable full screen toggle in both (but not in Chrome Canary)...

    MadSpy is the greenworks oracle....

    - it's not very clear which files go with which version of the plugin and which version of the sdk. My guess is that's where your problem lies... Fingers crossed!

    - Mmmm! The only other thing I can think of is to check that you're including the correct steam_api.dll files and steam_appid.txt file in the package.nw? If you think that these are the correct ones, try exporting a simple project to nw.js with the greenworks plugin included and those files listed above. If the test runs in nw.js then you know you have the right dll and appid files for the plugin (and a problem somewhere else in your game), and if it crashes then you know those files are somehow incompatible.

    - after export, you need to rename the yourgame.exe node file to nw.exe for it to be able to run.

    , once you've added the Greenworks plugin then you become unable to preview using nw.js because of the errors you've identified. You can still test using Chrome, or via nw.js export.