Tomycase's Forum Posts

  • Tested with V0.47.3 SDK after removing single process, with resizable enabled then disabled, it didn't fix it for me, I'll wait for the V0.48 to see if it improves anything, thanks for your time!

    Also yes Fib it reduces the number of process in the task manager to one + two crash handling processes (if I get it right), but apparently it is buggy so I'll avoid it for now;

    I've been using it so far because people were often confused as why a game would run up to 6/7 processes at once

  • I will try but how do I install this version? By replacing the folders in NWjsforC2 directory or is there another process? Thanks

  • I'll upload a test file in a moment when I can access the other PC, I want to be sure it happens with an empty project;

    Also by installing, you mean download the new version and drop the folders in the NWjsforC2 directory (the one created by C2 installer) or this is a different method of installation? Thanks

    EDIT : I made an empty project (854x480, letterbox scale integer, not resizable, NWjs V0.47, C2 r275)

    with a text indicating dimensions of viewport, browser and NWjs, same issue happened, based on the text viewport and browser inner size are almost the same, yet there are borders around it :

    drive.google.com/file/d/13id6x3ygOSt6UgpGremQ9eRfLgaMi3t0/view

    Tell me if you need anything else

    Also a friend with a screen the same size of mine tested it , and this time it scaled down, I don't get what is happening

  • So I've been doing tests of viewports between two computers, one is 1366x768 (on left) and the other 1920x1080 (on right), the game start resolution is 854x480, letterbox scale integer, NWjs V0.47,

    however I have 2 different results :

    Top text is browser inner width/height and the one below is NWJS width/height;

    The size is correct on the smaller screen, but on the bigger one, if sized to 854x480, the windows is larger than the game viewport and creates large black borders, I had to resize it to the dimensions on the picture to obtain the same visual dimensions (one pixel before the letterbox down scaling);

    The un-resized NWjs window on the HD screen is equal to 1074x640, which is way bigger than the intended 854x480;

    Is it how NWjs handle different screen sizes/res, or is it a know bug? Thanks for your time

  • Alright, I'll do that, thanks for the help!

    EDIT :I forgot to ask another question, is it possible to install the most recent versions of NWJS without the NWjsforC2 installation file?

  • I have a question related to NWJS export, is it possible to disable some of the export options (Mac, Linux, Windows) to speed up the export? I guess it is in C2 script files but I can't figure which one;

    I currently export only on Windows, so removing the extra Linux/Mac export time would be nice, thanks!

  • Hey there!

    That's what I've been doing for the moment using spritefont, however the problem with spritefont is that it is locked with a unique font, and need one object by different font, where you can easily change it with a single text obj, hence my question about a fix;

    I guess I'll continue with spritefont for the moment then, thanks again!

  • Hello, did someone figure out how to fix the problem of the flipped past texts? So far all the solutions proposed aren't very effective and it would help a lot to make it paste texts correctly,

    Thanks in advance!

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  • After updating to the last version, C2 displays that message when I try to save or export file :

    I tried to revert to older version, clean registry and backup system, it keeps stop me from saving my projects, any solution to this problem? Thanks

    EDIT : I can save in is the Download folder and the User folder, but that's all

    Solved by going back to r275, keeps happening as long as I use r277 or r279

  • Hi, while using the plugin I realized that trying to past a tilemap into the canvas creates an error

    Is that something that can be fixed or is it that both are uncompatible? Thanks ~

    Edit : it works only if Webgl is disabled

  • Hi, try to add "Else" condition to the "Within angle" conditions, also I don't think you need to duplicate the "Simulate Left/Right" events for the Up and Down moving conditions;

    Now another method would be to create two text variables for your player, one for Left/Right and one for Up/Down;

    When Left pressed (and not down) set variable to "Left", when Right pressed set to "right", if any of those key released, set to ""; Same for Up and Down with the second variable;

    When moving, set player animation to ""Walk_" & Variable1 & Variable2", you just have to rename your walk animations, so if Left/Right variable = Left and Up/Down = "Up", the game will pick the animation named "Walk_LeftUp"; :

    The upside of the second method is that is uses mostly triggers instead of loops, downside is it makes it a little complicated to keep the diagonal animations when the player releases the keys, and so needs some more customization

  • Hi, if you have a defined number of followers for the player, you could always create image points for your player object and use these points as coordinates for the followers, for example Follower1 will move to Point1, etc

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  • Would you mind to send your project so I can take a look into it, thanks

  • To begin with, you up arrow event should be at the top, it's no use to put it under an every tick event;

    Next, you picked the wrong object in the pick event, you must pick the NPC object and not the HUD itself, as it is the NPC that contains the variable "NPC_State", so in the action event the game knows which NPC to pick to set the HUD animation name;