Colludium's Recent Forum Activity

  • I suggest you run a linux distro using Oracle Virtualbox as shown in this how to geeks article, if you don't want to run a dual-boot windows computer. If you change the flag inside your linux distro then the exported game should run (right click on the exported file). I'm not a linux user but I have tinkered with this a bit in the past. You could also try out some of the compile options for NWjs that are available on Github like nw-builder (which I have not used but it looks very useful).

  • Here's a tutorial explaining NWjs export.

  • I think that the simplest accurate method, that Sir Isaac would approve of, is to use s = ut + 0.5*t^2.

    So, if V0 and Y0 are values from the previous tick, and g is the pixel gravity:

    Y1 = Y0 + V0*dt + 0.5*g*dt^2

    V1 = V0 + dt*g

    (ie the exact method from the spreadsheet linked above). Any other morbid will introduce different errors...

    Raycast is required to prevent tunneling and high speed / low fps problems.

  • Yup

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  • TheRealDannyyy

    If you don't want to distribute in Steam then you could try Enigma Virtual Box as described in the NWjs Github repository (it will hide your NWjs files inside an exe file).

    As Ashley was informed in his question to the NWjs gurus here 2 years ago, there is no point in obfuscating or hiding any game assets - if your game can decrypt the assets then so can a hacker. Thus your best bet is to simply leave everything in the package.nw file, which will deter most casual investigators.

    As to if there is anything else you can do - that really depends on what sort of piracy you wish to prevent... But, if your game is on Steam then it can only be played on Steam - by registered Steam users - because the Steam plugin checks for a Steam client login. Thus any game you make for the Steam platform will only be played by people who have bought it.

  • Sounds like a great solution ASHLEY. And well done calebbennetts for identifying the cause of this problem!

  • Thanks KnivetonStudios

    OK - progress report for the week:

    Help! I am stuck in the following loop:

    While Dev Work is not finished: edit arrays, manage data storage, obfuscation techniques and custom image manipulation; test work and only if the player edit level is finished then: End Loop...[/code:2o32kss4]
    
    When will this end?!?
    
    Soon, I hope.  I give it another couple of weeks before I will have something tangible to report, but we're getting there (wherever 'there' is...).
  • can someone help with it"?

    Not a chance if you don't follow the bug reporting guidelines.

  • Ok..... There is not a problem with c2 or NW.

    There are 2 versions of NW available - the one that comes with c2 is the developer (SDK) version. That version permits you to access the developer tools because - it's for developers. If you right click on the NORMAL version of NW then you cannot inspect / open the dev tools becasue they are not included in the build - they are not there to open.

  • Just export into a non-developer version of NWjs - ie the NORMAL and not the SDK options.

  • calebbennetts, the acceleration factor should be added iaw s = ut + 0.5 * a * t^2.

    I think that a capx example using platform motion does not provide a representative example because the equation to modify the sprite's position acts in opposition (or in addition) to the platform behaviour movement - the sprite is effectively moved twice per tick. To make a truly representative analysis you would have to disable the platform behaviour and substitute your own equation in its place (or use a spreadsheet :p ).

    teacherpeter, here are a series of NG plugins by the master Rex, and here is an excellent Steam plugin by MadSpy.

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Colludium

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