Colludium's Recent Forum Activity

  • korbaach, thanks! That question got me searching Google last night and I found the answer on github. Copy the first 2 lines of code (not the comments) from nw shell github and use Browser execute JavaScript action. And viola!

  • This doesn't work for me.... If I export my project using NW.js (with default browser in game settings) and use the Browser object to open a link in a new window, I just get a new NW window... Danwood, did you find a way to get this to work by any chance?

  • VIKINGS, you need to cheat the physics behavior / think rather laterally - to get the results you want. Here's an example of using sine behavior to set the physics velocity of an object: capx.

    Edit to add that if your physics object sleeps then any movement will not be detected by the physics engine and all chaos will ensue (and to express continued dismay that kinematic bodies are not enabled....).

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  • Q. What is a nickelnion?

    A. If you need to ask then you don't need to know...

  • I agree - I applaud giving this a try and it's a pity that it didn't bear fruit.

  • lucid - It's all cleared up now. I was confused by the process because my brain doesn't function too well after 9pm . Sorry to be a pain and thank you for your help!

  • lucid - thank you for that, it has fixed half of my problem! However, I am struggling to import the full Spriter project into c2 - when I try the character maps sprites are missing. As you can see from my example above, there are only 3 red sprites in the project, but for the character maps to function properly during run time the others should be imported as well. What did you do to enable the export of these extra sprites in your example? Thanks.

    Edit: I suspect that I am missing something completely obvious here because you managed it. If I bake the character map to an entity (which creates an extra entity in Spriter) and then the import the scml into c2 then the import brings the extra sprite images as well so they become available during run time.

    Edit 2. I guess that this is a public demonstration of my learning - I see that baking the character map to the entity is the way to go! If I do that then there is no problem here. I guess I have answered my own question.... Thanks for your great support!

  • Hi Lucid,

    I am having trouble with using character maps on import into c2. Here's a simple zip of a demo capx and scml to show you what my problem is. I'm not sure if it's a bug or if I have been trying to use a feature that's not supported by the plugin. When I import a scml into c2, the entities and their animations are accessible but the import action does not bring over the character map sprites. In the attached example, the import should bring in 3 red/green/blue squares, but it imports 3 red squares instead. I've been using r208 and v4.1 Spriter. Thanks!

    Edit - it appears that the character map active settings weren't saved. I'm investigating....

    Edit 2 - Confirmed - the active character map selection is not being saved in v4.1. On closing and re-opening Spriter, it reverts back.

  • Try this capx. Your logic needed some adjusting...

  • I haven't tested on a Mac but I think kiosk export mode is supposed to prevent this sort of thing....

    Edit 2 - there's a way to enter and leave kiosk mode while NW is running according to the nw api but I don't see a way of accessing this in the NW object. Ashley - is this hidden in the Browser object when requesting/cancelling full screen, or does that trigger the browser full screen feature of NW (non-kiosk)? If the latter, would it be possible to add these to NW?

  • system date and time plugin

    Edit - if you really want to get paranoid about cheating, you could CB Hash the saved data and save that as well - then compare to see if one of them have been tinkered with.

  • I'm looking for specific performance numbers with real-world games, not our artificial test that just creates piles of sprites. Can you report on any specific FPS numbers?

    Umbra demo - run through the same section of part of my alpha test (with javascript tools running in chrome):

    Back to front: 51 fps:

    Front to back: 44 fps:

    Edit:

    With javascript tools off, so just the game running:

    Back to front: 60 fps / 40% cpu / delta dt: 0.1 ms

    Back to front: 60 fps (occasional drops to 59 fps) / 44% cpu / delta dt 0.8 ms

    So, little discernible difference real-time.

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Colludium

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