alastair's Recent Forum Activity

  • That's fair enough.

    Thanks for the work around idea!

    Perhaps it's something to add to the list for Construct 4! Though I'm guessing you're content to stick with C3 for now haha.

  • Thanks!

    Latest NWJS doesn't seem to load external files, so might be worth for others to not update if you use that feature!

  • I'm just curious why limiting animation speed to framerate is a thing?

    Is it possible for animations to be more "unbound" so that I can make it consistent across all framerates?

    (e.g. my game uses high frame counts for fluid animation, but if I have an ability that speeds up the animation speed to x2 then it's not going to work on some computers due to them being capped at 60 FPS.)

    I'm guessing it might skip some frames if that's the case, I'm not sure that it's an issue though. (e.g. if an animation is playing at 100 FPS but the game's framerate is going at 50 FPS then I guess it would skip every 2nd frame, but is that a bad thing?)

  • C3 keeps defaulting my loader style to "C3 splash screen".

    github.com/Scirra/Construct-3-bugs/issues/3744

    I'm not sure if this is a problem with the launcher or with C3, since Ashley thinks it might have been fixed.

  • Some recommendations for cpu:

    Any event that can be triggered, should be triggered.

    Avoid running anything every tick, even though it seems like it might need to. For example, setting something to the mouse position every tick. This can be optimized by setting it to the mouse position only when the mouse moved from it's previous position instead.

    This seems like general good advice but I'm not sure if I'm doing it enough or not.

    For instance with your mouse example, it feels like checking whether the mouse has moved would be slower to figure out than just setting the object to mouse position? Or barely a difference?

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  • Thanks nyuszi008, my game is running using that!

    I'm guessing that when it's on Steam, that Steam will somehow just run the file without having to type a command in terminal each time.

    Interestingly, I transferred both the zip and the extracted zip to the Linux Mint computer, and it seems to be able to run both versions.

    However the external level data files that I normally include alongside the .exe on Windows, when I transfer them from windows to linux it doesn't seem like that works here. Perhaps it's related to that permissions thing.

  • Thanks Ashley!

    I'm not sure how to run it from terminal. (Also just as a heads up your tutorial doesn't say how to do run the game either construct.net/en/tutorials/exporting-desktop-apps-nw-js-15) Maybe Linux is just not supposed to be user friendly.

    But yeah it seems really messy, or tedious, attempting to make builds for non-Windows systems unfortunately. Perhaps it's just not really possible.

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  • How do I run my exported NWJS game on Linux?

    I put my exported Zip onto Linux Mint (I'm new to linux, but this one feels like windows) and when I extracted it, the [project name] file does not have a file extension, so how do I run my game?

    On windows, the file has an .exe which lets you run the game. But why is there no extension at all on the linux version? What am I supposed to do next?

    Thanks!

  • Hey Shubi did you see the latest beta?

    construct.net/en/make-games/releases/beta/r246

  • Maybe these features should also be requested here officially?

    construct3.ideas.aha.io

  • This is impossible to do privately, they've removed the feature to send a personal message to someone.

    The best way for you to do this is to create a post on the forum and mention the user that created the asset.

    For instance if I do the (at) symbol with your name it will alert you keshera

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alastair

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