Ashley's Forum Posts

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    I think this is to do with NW.js 0.12 upgrades. The data folder NW.js 0.12 uses seems to have been in a different format to the one NW 0.13 uses, so if you in-place upgrade an app then it uses the 0.12 data folder in a 0.13 app and that seems to cause some weird issues (mostly just ghost processes, but I've seen one or two other related issues). Renaming the project causes it to start using a new empty data folder (because the data folder name is based on the project name). This fixes it and also explains why I can't reproduce the problem, because I'm just testing fresh 0.13 apps which work fine. Either way, it's a NW.js issue so it would probably be better to take this to the NW.js issue tracker, but we'd probably need a good repro for the NW.js devs. So, is anyone able to make a repro for this based on running a NW.js 0.12 app and then updating it to 0.13?

  • That's really weird, I've never seen that before. If you change the name of the project does it fix it? There have been a few issues with apps from older versions of NW.js not updating properly.

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  • Why is it important to only have a single file? What difference does it make if some other files are involved?

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  • There should never be any address bar in NW.js. What exactly are you seeing? Can you provide a screenshot?

  • Can you post it to the Bugs forum following all the guidelines and including the repro steps in full? It will eventually get lost here in the "How do I" forum.

  • Why do you even need to solve this? Can't you just use the "is on floor" condition?

  • Closing as won't fix. The "On gamepad button pressed" trigger runs at a different time to the other conditions (due to the way the engine and underlying API works). When the gamepad button trigger event runs, it is immediately followed by the next event, which sets the "jump" variable to false again. The difference is whether the platform behavior gets to tick between the "simulate jump" action and the next event, which causes it to lift off the floor and makes "Platform is on floor" false.

    The "jump" flag is pointless anyway - it seems to try to do the same thing as the built-in "Is on floor" condition, which always correctly indicates the "jump" state even when using gamepad input.

  • The .capx is corrupt: some image files are missing from it.

    We can't fix the original problem unless you can provide the steps to reproduce the problem in the first place, as the bug report requirements state. Can you provide these?

  • Closing, please follow the bug report guidelines when posting in the Bugs forum, otherwise there is virtually nothing we can do about your reports.

  • There are some random characters in the filename to help distinguish different users. It's normal and to be expected.

  • FMFM - if you have any issues, please file them all to the bugs forum following all the guidelines to the fullest extent possible. If you report issues anywhere else, they will eventually get lost/forgotten.

  • The existing multiplayer tutorials cover the same principle you'd use for all those things: the host stores all the real authoritative data, and the peers are just thin clients keeping up with that.

  • I'm not sure where you got the impression there's nobody around from - the forum typically gets 200-300 posts a day, and a similar number of new registrations. Right now there are over 200 users online according to the forum software, including 63 registered users. Our forum is set to display active users from the past 10 minutes only - some other forums use a much longer period, perhaps to make their forum look busier than it really is. Also our overall website traffic is pretty much the highest it's ever been. So I'd say it's busier than ever!

  • It depends how many tiles you have - I'd recommend reading Remember not to waste your memory