68kStudios's Forum Posts

  • Ashley

    After a couple hours of trial and errors, I've found out that the issue is caused by the official Slider Bar object. To reproduce the issue, create a new project, insert only the slider bar and try to export with advanced minifiy.

    Opened a bug report on Github

  • 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