R0J0hound's Forum Posts

  • Ashley

    That makes sense. It would be a nice to have though. I guess I was imagining the ui highlighting the picked instances in a similar way to what happens when you select an instance from the list.

  • If your game doesn't crash they're not fatal errors. I have no idea what causes them.

  • Searching around the net it looks to be related to the chromium browser which nwjs is built upon. That said it appears to be a general error and many cases that cause that error have been fixed in chromium and nwjs updates.

    Dropbox is no longer letting you host webpages like that. It only stores files now.

    See here:

    The solution is to use some other service to host a webpage.

  • If the debugger could let you step one event or condition/action at a time and be able to inspect what is being picked then that would probably satisfy the op. Also would it be possible to set break points in triggered events and let you step through that?

    Currently debugging events is something new users have trouble with. More advanced users resort to logging text or visualizing what's picked somehow manually. Debugging more complex events usually requires disabling most of the events and building it up a little at a time while visualizing what's picked. In some cases advanced users can mentally run through the events as they read it to find what's amiss but in most cases it's easier to scrap it and start from scratch.

    Anyways being able to debug events at a finer level would be useful in helping new users with the nuances of the event system and advanced users to identify where their events are failing.

  • You can also add effects to layers or even the layout.

  • With full access to the physics library you can disable gravity for certain objects by applying a force to cancel the acceleration of gravity. However it must be applied before the gravity is applied. In the chipmunk behavior you can do this in the "pre step" trigger.

    For the physics behavior disabling gravity and manually is the way to go. I haven't tried the apply force action for a bit but if it's not possible to not apply a force to the com then you could instead calculate the torque and cancel it out. The formula for that is easily found with Google and the only snag is converting the distances and angles to the units used by the plugin.

    Edit:

    Here's info on converting units for the physics behavior:

  • Yes it is possible. The plugin does nothing to help, but you can do it by other means.

  • it's hard if the browser doesn't support that. Actually I can't think of any other way of saving a screenshot other than doing the screenshot button shortcut on android.

  • If you add the js file you want to use to your project's "files" folder then you can load it with:

    "$.getScript('band.js');"

    Or if you have the URL of the library you could use that too.

    Now, it won't be immediately usable. That's a request to download and run it. You can either wait a while and guess when it's loaded to use it, or if you add the fuction object to your project you can have it trigger a event sheet function when it's done loaded and ready to use.

    Say you call the function "loaded" then the js you run would be:

    "$.getScript('band.js', function(){c2_callFunction('loaded', []);});"

    Now, that works if the JavaScript library is one file, but some depend on other files to be loaded first so you'd need to add more events for that in the same way. You can search for posts by me about the browser object to get some examples. Also note this is made much simpler if you made a plugin, since you can just add a list of dependencies to editime.js and they just get loaded in order with no fuss.

    Next thing to note is you'll be getting used to looking at the browser's dev console a lot since any typos will lead to errors. If you did it in a plugin the web browser can be more helpful in pointing out what is amiss. Code run from the browser object gives more vague errors.

    Finally if you define any JavaScript vars inside an execJs action it won't exist next time you run it.

    For example if you run this

    "var myVariable=1337;"

    Then run this, you'll get an error because the var no longer exists.

    "myVariable+1"

    You can make a global var by using "window" like so:

    "window.myVariable=1337;"

    Then myVariable is global and you can use it like the following without issue:

    "myVariable+=1;"

    The logic behind this is "window" is the global namespace in the browser. I think it still is in nwjs but I'm not certain since I've seen libraries set themselves up differently under nwjs.

  • sletts

    There may be some tutorials that I'm unaware of but it's pretty easy to use. Just look at the actions and most are self explanatory. It uses the HTML5 canvas so you could google tutorials for that and it's mostly a one to one with this plugin.

    There's an action to do a flood fill and erasing is done by pasting an object with the destination out blend mode.

    Replaying should just be a matter of making a list of the actions you used as you use them. Then just make some events to loop over the list and does what was saved. You probably could use an array to do the list.

  • No, it still picks from what's currently picked. I've used both extensively and they work as expected.

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  • You could utilizing some character you aren't using in the text and the tokenat() expression. However it's easier to just make another global variable. You could also use an array or dictionary.

  • The textbox object can be used for your text editor. After that you can get the text with the Textbox.text expression. You can put that in a global variable or anywhere you'd like to put it so you can access it later. If you want to save from one run of the game to the next look at the local storage plugin.

  • Remove the the add and subtract actions, and then remove the conditions that compare the gear variable. It should look like what he typed above.