exalted's Recent Forum Activity

  • But now my concern is if it will work correctly combining NWJS71 build with latest Greenworks plugin and Steam SDK version..

  • Isn't it better to use worker mode for performance?

    From what I've found, NWJS 71 was the final good release for my game.

    I tried to use NWJS 71 and it works!! No black screen!!! Thank you for pointing this out to me :)

    And yes I assume that perfomance will be much better by using worker mode!!!

  • It appears to be this NW.js bug. I believe you can work around it by turning off worker mode in Project Properties.

    Thank you Ashley! Your suggestion to turn of worker mode in the Project Properties did the job! :)

    I will try to pm you and share with you a Steam Key of the vertical slice of my game! I would love to receive constructive critic especially from you, the founder of the engine! :)

  • I tried multiple times to have success by exporting my project with NWJS, but every time I am getting a black screen.

    By pressing the F12 key I am getting following errors:

    Failed to load resource: net::ERR_FILE_NOT_FOUND

    workermain.js:5 [C3 runtime] Failed to load all engine scripts in worker: TypeError: Failed to execute 'createObjectURL' on 'URL': Overload resolution failed.

    at LoadScripts (workermain.js:2:258)

    at InitRuntime (workermain.js:5:264)

    at HandleInitRuntimeMessage (workermain.js:1:151)

    InitRuntime workermain.js:5

    If anyone understands what the above means, please share with me the knowledge.

    In the past I had no trouble at all with NWJS exports, but now it does not work anymore. I have tried exporting by using all "minify mode" options and I tried several several NWJS versions as well. But still the result of the export is the same, a black screen.

    I tried for testing to export with WEBVIEW2 option, and the game did export successfully.

    If anybody can help I would appreciate that.

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  • Thank you dop2000 !!! this ternary operator opens a whole new world for me!

  • Update:

    dop2000 I managed to make it work like you suggested running loop instances so no need to create and attach a .c3p file :)

    I created in my test an instance variable "RoomNumber" for the same "SRoom" sprite in order to use the same sprite for each room and tried your suggestion including more events for the different animations that are needed for the display of the map.

    It works like a dream!!! The following image displays the test (where frame 7 is the transparent - not yet visited room).

    Thank you very much for your help dop2000 , I think you do a great job here at the forums by helping people with your knowledge. I appreciate it a lot :)

    P.S. Do you think that now with this practice it will need more optimization or is this practice good enough?

  • Thanks dop2000 I was actually hoping that I would get an answer from you because I have seen you around in the forums giving all the best solutions and best practices to a lot of people!

    Do you have 1000 room_x objects? This too should definitely be optmized.

    I agree, 1000 objects for the rooms is not a good idea. As a solution I thought about using the same room sprite and apply an instance variable ID from 1 to 1000. But if I do it this way then I will have more animations (about 12) for each different room and therefore the loop would not be with 0 and 1.

    I don't really understand how to apply your suggested solution in C3. If it is not much to ask could you please attach a .c3p file with this code (just as an example)?

  • So I am trying to find a way to make the following code in the picture to work without using 2000 events for 1000 screens..

    You can see below on the picture that it has a specific pattern repeating, on corresponding array value "x" does affect the corresponding different sprite "screen_x"

    Any way to do this logic without using 2000 events for 1000 screens?

  • try with the mouse wheel by holding the Ctrl button on your keyboard

  • For sure, you could use the same approach to spawn tiled backgrounds or 9-patches. Set their angle however you'd like, and use raycasting to determine their length.

    I suggest you also play around with some effects to find one that fits the lighting style you want. Without seeing more of your project, it's difficult to tell exactly what logic is causing problems.

    For this one with tiled backgrounds or 9-patches I am not quite sure how to implement. I think I understand what you mean but to be honest I am sitting in the dark. And after that how can I determine the length? Is it possible maybe you can make an example c3p?

  • Here's a quick c3p I did: dropbox.com/t/TP5La4d5jr3lhA0V

    I'm sure there are ways to improve the effect and/or performance, but this should be a good starting point.

    Thank you for this example! I downloaded your c3p and I think it is a very very interesting approach!!! Actually it does the trick!!!

    Do you think it is possible to do this without a drawing canvas? I was thinking about having manual lightrays like normal sprites and with some logic to be able to turn them invisible just under our player sprite. But at the same time the manual lightrays will be visible over our player sprite. The thing that I struggle with this logic is how to manage to have the same lightray sprite moderate visible (for example half visible) regarding our player sprite position.

  • construct.net/en/make-games/manuals/construct-3/plugin-reference/shadow-light

    Hello and thanks for the reference of shadow light but this is not what I am looking for. I would like to create similar effect with the gif by using only sptites like in the gif. If you look more closely the light streams retain the pixel art style. I suppose it can be done with a programming logic while the player sprite is overlapping the light but I am not sure with what logic to start with.

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exalted

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