Danwood's Forum Posts

  • I fixed by just telling the game to move and stay for 1 dt in the game layout without loading, and then load the save, instead of loading directly from the main menu layout

  • I somewhat managed to isolate the problem. Basically, whenever i have any action with a condition "On created", for an object that is a Container, when i load the game it shows the error.

    I need to do firther testing to make sure it happens with Containers as my first guess, and do it on a new fresh project.

    But it must be an issue with the new version, because previous C2/NW worked just fine!

    Please help me figure out

    UPDATE1: Actually, it isn't related to NW, because it happens on Chrome as well.

    UPDATE2: I can confirm that removing the Container status to the object with the condition "On Created" allows to load the game (other than just disabling the event/condition).

    UPDATE3: Another loading bug: Fading-In behaviour, if set on "Activate at Start", kicks in when the game is loaded.

    UPDATE4: FIGURED OUT:

    The problems are there ONLY if loading the game from another layout: if you load from the SAME layout, the issues don't kick in!

  • After r218 + NW.js update, exported game works (no black screen), but the other issues are still there: i can't load any game after i save, both in preview and exported, in preview it lists several IID bugs, while in exported it just freezes looping the ambience sound.

    I tried to remove NW.js object and all its references, still nothing.

    Also, when i use the refresh action (from Browser object) it pops up a bug in preview.

    Lastly, when i right click on an in-game object (only in some situations), it opens a small browser windows with some option like inspect object, refresh etc.

    I'll make a more detailed report soon. Really hope to be able to use the new version with my massive project

  • I had this issue way before 216, but forgot to make a proper report, hope this will allow Ashley to fix it.

  • O, M G.

    I can't test or comment now, but Ican't wait to go home and test!

  • In our game a whole natural ecosystem is simulated, along with complex survival mechanics. Your ability to use the engine, your logic and imagination are the real limits (along with the wrapper thing...).

  • I released in Early Access, so savegame not carried over isn't an issue, players know the game is in development. But if Silver is releasing in full version then i would suggest to delay a bit.

  • I'm wondering if anyone else is not getting a mac 32 bit release now?

    I reverted back to the nw.js before this one that I was using before but still don't get a 32bit IOS release so it may be the construct update and not nw.js.

    Support for mac 32 has been dropped in the new update

  • Great find !

    But it also happens with the brwoser (chrome) after C217, as i save, i can't reload anymore and a bunch of bugs show up. So i think it's related on C217, not NW.js.

  • I also experience bugs when loading a game cerated and saved after the update...

  • I get the same. Works fine on preview blank screen on export.

    Same, i also got problem loading a saved game, anyone else?

  • So we just updated C2 to r217 and its NW component (which is a big leap forward performance wise).

    Problem is, as I start a new game, save and load, a big list of javascript errors pops up preventing me from loading.

    I'm going to set up a proper bug report, but in the meantime i'd like to know if I'm the only one experiencing this issue

    EDIT: the issue happens in Chrome as well, so it's probably unrelated to NW.js,

  • So I used local storage to remember the window width/heigtht, so that when i access the game again it remember the choosen screen size, and it works fine.

    The problem is, every time i run the game again, the window is not centered on the screen, but ismoved to the right side. I tried using the NW.js X/Y action (scrollx/y) but didnt work. Maximizing and unmaximizing didn't work either, is there a way to move it to the center of my monitor?

    Thanks!

  • Trigger once won't affect the Picking. Just use "Pick nth instance" with '0'.

    Thanks!

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  • Does it do something?

    If i got:

    Every 1 sec

    A is overlapping with B

    Trigger once

    Does it only takes the FIRST A instance overlapping a single B instance? Or it still takes all instances as if Trigger once wasn't there (making it redundant)?

    Thanks!