Headbang Games's Forum Posts

  • TheRealDannyyy I noticed that when I use v0.29.0 and C2 R256 adding this arg

    --disable-software-rasterizer

    Causes rendering problems and the steam overlay is not loading, I actually don't remember why I added this arg, it was from something I probably read here before, but I can't locate any reference to it in your original post.

    Do I need this for something?

  • Thanks, I'll wait.

  • Can anyone tell me which NWjs version is the most stable and functional to use at this time?

    I'm still using 0.24.0, every time I'm thinking of upgrading I'm seeing posts about things that got broken, I don't have any issues with 0.24.0, but I do want to keep it as up-to-date as possible.

    Should I even upgrade or wait for 0.30.0 to come around?

  • You'll need to make all your inventory ui items/texts and whatnot global too, but it is better to just store the inventory data in an array or dictionary and draw it again on start of layout.

  • Make sure you're using 'for each' on your killing event.

    Also you can get the object count simply with an expression, enemies.count, this works for objects and families.

  • The official PIN behavior already stores the UID, you can access it as an expression like this

    pinned-object.pin.PinnedUID

  • This plugin can diferentiate Left from Right shift, but I couldn't manage to detect if one is already down, when the other is pressed. Maybe you have more luck.

    Cheers!

    Thanks man, I'll check it out.

  • Anyone got any creative ideas on how to overcome the following?

    I'm trying to get either of the shift keys onPress to register while the other one is down.

    http://headbangames.com/keyregister.capx

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ashley Thanks for the clarification, I was sure it was relative to the layout scale.

    So just to make sure, the only solution for me is to set all layers to 100% scale-rate and then set the scale manually in the run-time (higher scale for lower scale-rate layers)?

    Basically I want the main layer to be 100%, and the background (layers) are ranging from 100% or 150% for different depths, I used lower scale-rate to achieve this when I used a fixed layout scale and canvas size.

  • Ashley

    I tried it now and still, once I change the layer scale rate of one of the layers, it shows up differently in each layout scale.

  • So if I disable bounded scrolling and limit the scrolling manually to the layout (using the main layer as reference) it should work?

    I will play around with it.

  • Problem Description

    Issue with canvas resizing and layer scale rate

    Attach a Capx

    http://headbangames.com/canvasresize.capx

    Description of Capx

    Changing window/canvas size and scaling the layout while using low quality scaling for resolution selection.

    Steps to Reproduce Bug

    • Click the screen to change window/canvas size and layout scale, objects are aligned correctly on all canvas sizes.
    • In the editor, change the scale rate of one of the layers to say 70%.
    • Try again.

    Observed Result

    layers are only aligned when layout scale is 1, on other scales they're not aligned, it even affects the other layers with 100% scale rate.

    Expected Result

    Layers should keep the same position and size, regardless of layout scale.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 10.0.15063 Build 15063

    Construct 2 Version ID

    r244

  • looks great!

  • #UPDATE

    After moving my music folder (which is 42 mb for both m4a and ogg files) from the Sounds folder to the Music folder the preview works, but it's still weird, it was always in the Sounds folder so it will preload and play on time when playing online and I didn't change any of these files for quite some time.

    I'm guessing it's more due to the fact that more memory is free, but why is there a memory problem to begin with?

    I have 16gb of ram and barely 10% in use, it's not a big project and bigger projects with 10 times more memory usage are working fine.

    Not to mention loading older versions going back a month, which used to work fine, are also affected, I'm working on this project daily.

  • I got a very strange bug and I'm not sure what might cause it or how to properly report it.

    I can't preview my project in NWjs or chrome anymore, it just happened all of a sudden with no apparent reason, firefox and edge work fine, NWjs just crashes without a message and chrome gives me "Aw snap, chrome ran out of memory".

    Now the strange part is that I tried loading a backup from earlier today, from yesterday and even last month and I'm getting the same results, I tried updating chrome to the latest version, I tried updating Construct from r241 to r243 and fully uninstalling in between and of course restarting my computer.

    I know for sure this is not a memory problem, because I tried loading another project which is much much larger and it previews fine, this is a 40mb download and 30mb memory use project.

    Ashley do you have any thoughts?