Danwood's Forum Posts

  • It doesn't work on Win7 for me, same error, although i have Java 8 both 64 and 32, latest build. r212.2 works fine, 213 doesnt work, but exports the project, The problem is the project doesnt work even if exported with 213!

  • Refeuh

    Wah i missed it xD Going to hunt down that bug, whish me luck!

  • After playing for a long time with my game, got a "ghost" object which isn't there but, somewhat, is still there o.O

    I load the save with the debugger, identify the object (an animal), and realized it has both X and Y set as non numbers (NaN). I'm baffled by this as i have no idea what the heck happened and how that damn triceratops is in this situation.

    So what i'm asking is if there is a condition that allows me to check if an object is in "NaN" X / Y, so i can at least catch the bug the very moment it happens!

  • I don't feel technology is making me wasting time, on the opposite, it allowed me to create my dream game, which is a fairly large and complex project, expecially considering it is developed with C2.

  • nw.js 0.13.0 will be based on chromium 43, which I heard fixes the smoothness issue.

    Indeed, at least the browser does, NW 0.13 is in alpha but it doesn't work on me, i guess Ashley will need to mess with it to make it work! Can't wait, lol.

  • Dynamic shadow works very well: i managed to create a very realistic day/night cycle that takes into account seasons, relative position of sun, day length and various weather-related brightness effects.

    There is just one thing i'm not happy about: the fact object shadows "overlap" and the overlapping areas are darker, as shown in the screenshot.

    Do you know a way to fix it, if there is one?

    EDIT: Ok my team mate pointed out i just had to use the "Copy" blend mode on the shadow item, NOT the layer used by it. Retardation: confiermed.

  • I would recommend to leave a shitload of comments, so both of you can fully understand every part of the project. If you work on different areas of the event sheet, and these areas are not interconnected, you can avoid thet (i still leave a lot of comments for myself, or, as i like to say," the me of the future" )

  • Good, i'll do that

  • Danwood

    You could use NW.JS action "Show folder dialog"

    You could also try to make a system which deletes snapshots ignored by player when player quit your game in order to prevents a high data storage

    ALready done, old snapshots are deleted if player discards the game and starts a new one. So if i use Show Folder dialog, can i save the selected path to a variable and use it to point all the future snapshots, in order to avoid prompting the dialog every time?

  • If there is a way to prompt the user a path selection that would work for all the future snapshots, then yes. But so far i just allowed the users to save each snapshot where they want, which resulted in annoyance since the selection pops-up frequently, they asked to remove it and make it automatic actually!

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  • Thanks! I was missing the wait 0.5 part, lol

  • What?? How can i generate it from the game? o.O

  • Maybe i did something wrong previously, but now it's all smooth

  • Ok, i managed to make it work silently, dunno how (as always), hate when things work and i dont know why, i prefer they dont

  • I moved the bat file in the Dinosystem directory, and it has this:

    rmdir /Q /S History

    Edit: changed with DEL /Q /S "%USERPROFILE%\Documents\DinoSystem\History\*.*"

    works better and doesnt need to stay in the same folder. But the confirmation pop-up problem is still there