68kStudios's Forum Posts

  • Hi,

    after the latest update, I can't use the "Advanced Minification" anymore on my project.

    This is the error:

    /str/c3runtime.js:3599:98: ERROR - [JSC_UNDEFINED_VARIABLE] variable value is undeclared 3599| map.set(this,self.IInstance._GetInitInst().GetSdkInstance())}set value(v){C3X.RequireFiniteNumber(value);map.get(this)._SetValue(v)}get value(){return map.get(this)._GetValue()}set maximum(v){C3X.RequireFiniteNumber(v);map.get(this)._SetMaximum(v)}get maximum(){return map.get(this)._GetMaximum()}set minimum(v){C3X.RequireFiniteNumber(v);map.get(this)._SetMinimum(v)}get minimum(){return map.get(this)._GetMinimum()}set step(v){C3X.RequireFiniteNumber(v);map.get(this)._SetStep(v)}get step(){return map.get(this)._GetStep()}set tooltip(str){C3X.RequireString(str); ^^^^^ 1 error(s), 0 warning(s)

    It's not the first time that happens something like this, and I've always found some third party plugin that was no longer compatible. But this time, in my entire project I only use 2 third party effects and even after removing them, I can't manage to use advanced minification. I've also tried to create a new project using only these 2 third party effects, and it works so I think that I can exclude them.

    Is there any way to find out what is causing the issue reading the error or using the debug console? Thanks

  • Congrats on the release!

    Thanks ;)

  • Available now, also on GOG.com

    gog.com/game/inferno_beyond_the_7th_circle

  • A couple of new screenshots:

  • Update: "Inferno - Beyond the 7th Circle" is on of the game of the current Steam Game Festival.

    You can download and play the demo of my game here: https://store.steampowered.com/app/1251850/Inferno__Beyond_the_7th_Circle/

  • Windwalker Thank you ;)

  • New update with some bug fix and a lot of small improvements.

    You can play "Catacumbas" here: 68kstudios.itch.io/catacumbas

  • Hello!

    I was wondering if you have yet to find a way to bypass your fullscreen issue on starting up the game.

    I'm having the same complication, having the game require a click (keyboard) input in order to set it to fullscreen.

    Would love to hear if there's a fitting solution out there.

    Cheers

    Not really: I've added a selection when the game starts between Fullscreen and Windowed, forcing a click of the user, but I know that it isn't the best solution...

  • Found it here

    construct.net/en/tutorials/exporting-desktop-apps-nw-js-15

    FULLSCREEN MODE

    To run NW.js exports in fullscreen mode, as with other platforms use the Browser object's Request fullscreen action. Normally in a browser this cannot be used automatically, and requires a user input event to work; however it can work automatically in NW.js. Therefore you can use Request fullscreen in On start of layout to automatically put an NW.js game in to fullscreen mode.

  • Ok, it seems that you have to click on something on the screen to "activate" it, and after that any conditions can trigger the "Request fullscreen" action.

  • Well, the game can't automatically go fullscreen only after the loading layout, the splashscreen and the intro...it doesn't make any sense.

  • From the manual : Note the browser may ignore this request unless the action is in a user-initiated event, such as a mouse click, key press, touch event or button press.

    I've read the manual, and there was (now it's gone) another line after the one you quote:

    "(The one exception to this is NW.js which can request fullscreen at any time.)"

    Is this no longer true? And, even stranger, if I put the same condition ("On start of layout -> Request fullscreen") on the fourth or fifth layout, it works fine...

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  • I'm working on a PC game, so I will export the project with NW.js.

    I want to start my game on fullscreen using the Browser plugin. "On start of layout -> Request fullscreen" on the first layout just doesn't work, nor using preview, neither if I export the game with NW.js.

    I can set the game fullscreen only if I click on a button or take an action.

    Am I missing something? What I'm doing wrong?

  • The game is also on Itch.io with a new update

    https://68kstudios.itch.io/catacumbas

  • The game’s atmosphere is nice, especially better now with sound effects and music. The current music is good, but becomes too repetitive after listening it for 30plus levels. I turned the music volume down.

    You are right, I'm making some new musics that will be played during the game

    Suggestion: It would be nice if you could add a changelog to the menu :)

    For now, you can see a more detailed changelog on my facebook page facebook.com/68kstudios

    About the shooting enemies, I've added this behaviour to other monsters, like the Floating Eyes in the first levels. So you don't need to reach level 37 again to see some variety :D

    Thank you again ;)