dop2000's Forum Posts

  • Use the Date object. It has lots of conditions allowing to check the current date, month, time etc.

    editor.construct.net

  • Eren Thanks! Can this code create a subfolder in /Library/Application Support/ ? This is the part that doesn't work for me. I'm afraid it won't be any different with JS.

    After I create the subfolder manually (Mac asks me to enter my password), the game can write files to that subfolder.

  • You need to use "Sprite compare instance variable" condition. Something like this:

    Mouse On Clicked Sprite 
    
    .. Sprite compare variable A=hold : Sprite set A to hold
    
    .. Sprite compare variable B=hold : Sprite set B to hold
    
    .. Sprite compare variable C=hold : Sprite set C to hold
    
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  • You have not tried to go the way of mobile publishing and already when packaging the archive to select MAC devices

    I'm not sure what you mean. I've done mobile publishing for Apple App Store, but that's a completely different process.

    Yes, you can upload an unsigned game to Steam and it works on MacOS, but we hope that signing it will help to fix this permission issue.

  • Ashley

    I'd recommend saving data somewhere where permission is not required, such as the app data folder on Windows (not sure what the equivalent is on macOS though

    So I tried NWjs.ProjectFilesFolder and NWjs.AppFolder expressions. Both return some crazy unusable locations which we won't be able to configure in Steam Cloud.

    The MacOS equivalent of Windows appdata folder is:

    /Library/Application Support

    Unfortunately, NWjs app still can't create sub-folders at that location. It doesn't prompt for a permission, but I can see "permission denied" error in console.

    Is there any working solution?

  • Has anyone done this?

    The signing process is described here:

    github.com/nwjs/nw.js/wiki/Mac-App-Store-%28MAS%29-Submission-Guideline

    github.com/nwjs/nw.js/wiki/MAS%3A-Signing-the-app

    But the links are pretty old, and the process requires a lot of manual work. I wonder if there a better/easier way to do this?

  • alastair You need to create the folder first. Check if NWjs.UserFolder & "YourGameName" path exists. If not - create the folder. After that you should be able to write files to it.

  • We are using NWjs.UserFolder & "Documents" in our game, but there is a bug where the app loses permission after an update:

    construct.net/en/forum/construct-3/general-discussion-7/steam-game-macos-folder-179106

  • It's just causing the Text to keep redrawing. I fixed it for the next release so it won't use any extra GPU.

    Just want to clarify - this only affects the layout editor, right? It doesn't happen in runtime?

  • NWjs.UserFolder should already contain "/" at the end. We use this path on Linux:

    NWjs.UserFolder & "YourGameName"

    NWjs.UserFolder & "YourGameName" & "/save01.dat"

  • Try exporting with DevTools enabled, run the game, press F12 and check for error messages in console log.

  • It's probably those ±15 pixels.

    I suggest you use MoveTo behavior for the drone instead of lerp. On every tick move to the position behind/above the character. Set small values for acceleration and deceleration for a nice smooth flight.

    And by the way, when using lerp you need to use delta-time. Instead of 0.005 in the last parameter, it should be 0.3*dt. Otherwise the game will run differently on different frame rates.

  • I realized I'm using JSON object for almost everything now. It's not perfect, but so much easier to work with than C3 arrays.

    We have dozens of large array files in the project because it's easier to edit the data in table format, but in runtime I convert them all to JSONs.

  • This plugin does exactly that and more

    Looks like a great plugin with tons of useful features! I wish Scirra implemented at least some of these ideas.

  • See this post:

    construct.net/en/forum/construct-3/how-do-i-8/nwjs-export-custom-cursor-177833

    I couldn't find a solution.