Colludium's Forum Posts

  • It's fair to say that the Steam SDK is rather comprehensive (in a voluminous sort of way)... After a bit of trial and error, a couple of beers and some swearing, I have achieved upload and download success using 's awesome plugin. Pretty sweet using nw.js v12 in steam - cloud save, achievements, overlay all working in windows. The next couple of days will be taken up by doing battle with linux and osx. I have no idea what I'm doing on those platforms, while my mac is over 5 years old and hates nw.js, lol....

    I'm excited about nw.js v13, but I understand that all greenworks plugins will need to be adapted for it... :/

  • Voted yes, of course . Looks very very sweet indeed.

    PS - Good luck with greenlight; this should be quick for you, I would have thought...

  • I can't think why this might be.... Perhaps try re-uploading your sound files into c2, but use the highest quality settings for the conversion.

  • If you're using Windows then you need to run the export in either the win32 or win64 folder. Are you using r217 - there are know bugs preventing the export or preview from working? Try r216 and the correct nw.js v12 - does that work?

  • Open the full editor window and place it as some code.

  • OK, I have some questions:

    1. What operating system are you using to run c2 (windows / windows in wine or some other emulator)?

    2. What operating system are you trying to run the nw.js exported project in?

    3. Does your game preview in nw.js option from c2?

    As far as I know, .dll files do not run on a mac, so it seems to me that you are trying to run nw.js export on windows, so the osx32 and osx64 folders (which contain mac exports) are not what you want. If you're on windows you need to try either the win32 or win64 folders.

    If you're trying to run on osx then this forum question will probably help.

  • The export should include an osx64 folder - I think that's the one you should be trying to use. If it doesn't include one then your nwjsforc2 folder is corrupt and you should try reinstalling nwjsforc2...

  • Are you opening it on a machine running a 32 bit version of OSX?

  • Thank you all! I'm still in disbelief...

    Grats!

    Now the fun part, getting NW.JS to behave with C2 on Steam.

    I think the words that best describes the process are "intimidating" and "confusing".

  • MelVin, if you source the nw.js files from the github repository - does that make a difference? The c2 installed files list has a couple of files that are different to those from the source, and when I replace them then I can get things working again (with no full screen, though)...

  • MelVin,

    !

    Are you able to make a bug report - I'm guessing the problem is loading a dictionary as JSON from a saved file?

  • In that case, pin a non-rotating sprite on top of an invisible ball physics object.

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  • The ball has prevent rotation set to Yes, so when the ball bounces it does not rotate and so friction causes its velocityX to reduce to zero.

  • For notes in the layouts I use a text object that I destroy on layout start...

    I would love to see a method of deforming sprites - but in conjunction with the inclusion of an integrated bones animation system with object nodes hierarchy and a timeline editor for animations (see Godot engine). I digress....

  • The option to write to an external file in NW.js has always existed I was ignorant to the simple method of using the already available features, and I guessed from the discussion that not many others here had tried it. We see storage plugin so assume that it's the only way to store data - when it's not, in this case. Browsers can't access the files but NW.js can... The plus side is it's already supported by scirra; the down side is it's arguably less secure because it's easy for an average user to find the files and then edit them (I think it would be wise to check that your data has not been tampered with when using this or local storage because neither are secure).