Telyko's Forum Posts

  • Pardon me if this has been mentionned before but I just solved an issue I've had literraly for months and couldn't find the answer anywhere.

    My game is running perfectly fine on my Win7 workstation and was just horrible on a Win7 laptop with intel HD graphics 3000.

    Seems like Scirra was still searching for an answer: https://www.bountysource.com/issues/2781707-terrible-performance-in-node-webkit-0-10-rc1?utm_campaign=plugin&utm_content=tracker%2F51989&utm_medium=issues&utm_source=github Ashley

    This helped me: https://github.com/rogerwang/node-webkit/issues/185 but I still had the issue with the previous Node-Webkit release.

    I've seen lots of threads where people encounter this issue. And all kinds of suggested solutions that didn't work as far as defragging your harddrive...

    Here's how I solved it.

    I just downloaded the latest Node-Webkit version release today (22 July 2014)

    Here it is http://dl.node-webkit.org/v0.10.0/node-webkit-v0.10.0-win-ia32.zip (from: https://github.com/rogerwang/node-webkit)

    Add your package.nw file to the new node-webkit files, rename the nw.exe to your game name.

    (The name you get when the project is exported to node-webkit)

    And finally, move these two files in the same folder than all the rest of the files.

    "d3dcompiler_43.dll" & "D3DX9_43.dll"

    You will find the first file in the installer of Chrome, and you should already have the last one somewhere on your computer. I found mine in an Adobe folder. If not, just search it on google.

    You should finally be able to run your game at full speed.

    This was tricky since the "renderer" expression used in a text object would tell you tha tit's using WebGL but it was in fact disabled as all object with effects would be left unaffected.

    I hope Scirra will be able to find a way to integrate this in later releases.

  • I've received several private messages encouraging me to just release it as imperfect as it is and throwing 6 months of work would be trully stupid so that's what I will do.

    Thank you very much for your time.

  • I was about to modify that post.

    I'm going to release the game as it is regarding the performances, because I was about to kinda throw away 6 months of work because of it and start all over...

    I'll just hire someone to help me with improving it if the game has little success.

    The "Set mouse pointer back to custom cursor every tick" still requires the mouse to be moved. The original mouse cursor shows up and won't go until you move the mouse.

    Thank you very much for your time anyway.

    • Mike
    • [EDIT] 11/07/14-

    I was originally talking about performances in this poste but I've just decided I will release the game as it is and will hopefully improve it and bring additional content if it has little success.

    I am now just seeking someone who can provide me with a solution regarding that Mouse pointer bug described below.

    • I am using the Node-Webkit exporter as I need it for several things including writing to the user folder.

    As you may already know, the Node-Webkit is based on a modified verion of Chrome. And Chrome has a bug that I have reported here, but, as Scirra mentionned, there's nothing they can do about it.

    https://www.scirra.com/forum/viewtopic.php?f=152&t=104481&p=785035&hilit=cursor#p785035

    The .capx I included still works so you can see what I am talking about.

    This isn't a game-breaking bug but still is a very annoying one. It means that by using Node-Webkit under Windows you can't properly hide the mouse cursor or use a custom one when you click that specific combination of buttons. (Hold left, Hold right, Release left, Release right.)

    .CAPX: http://s000.tinyupload.com/index.php?file_id=08004072412323039678

    Various sources mention that Chrome has issues with the mouse cursor.

    I have tried many things and gone as far as getting a CSS plugin and trying to do this: http://icelab.com.au/articles/invisible-cursors-in-google-chrome-with-css/

    Which didn't work. So I am kinda desperate here.

    I'll pay 25$ by Paypal to the first person who can provide me with an efficient working solution.

    • Mike
  • I encountered the very same issue a few weeks ago! Changing tabs, closing / re-opening the project eventually made it disappear but it seems to come back once in a while. However it displays correctly when the project is running.

    Using win7 64bit sp1 r168

  • The only thing that "bothers" me is that Node-webkit, being a modified version of Chrome, is the only desktop app that can mimic a real game (That doesn't seem like it's played in a browser.)

  • Ooops. I opened a new post like you asked, I saw afterward it went to "closed bugs".

  • Problem Description

    If the mouse pointer is set to a sprite or invisible, it switches back to the normal pointer when both mouse buttons are clicked, left button is released, then right button is released.

    Attach a Capx

    [attachment=0:z97t9noy][/attachment:z97t9noy]

    Description of Capx

    Capx displays a sprite pointer at startup, in Node-webkit.

    Steps to Reproduce Bug

    • Step 1: Hold both mouse buttons
    • Step 2: Release Left button
    • Step 3: Release Right button

    Observed Result

    The mouse pointer turns back into the basic one

    Expected Result

    It should remain with the sprite to which it has been set.

    Affected Browsers

    • Chrome
    • Node Web-kit

    Operating System and Service Pack

    Windows Seven SP1.

    Construct 2 Version ID

    r168

  • Here is a simple .capx I made and with which I can recreate the issue. Ashley

    http://s000.tinyupload.com/index.php?file_id=08004072412323039678

    Once again, here's how to do it:

    Hold down both mouse buttons, then release Left button first and Right button after.

    I'm surprised nobody mentioned it before.

  • Hmmm... Maybe use the Open URL action of the browser object to open another game in another window?

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  • You could do something like this:

    Create 2 variables:

    PlayerLastX

    PlayerLastY

    Every Tick:

    If PlayerSprite touches SandSprite Set PlayerLastX to Player.X and PlayerLastY to Player.Y

    Every Tick:

    If PlayerSprite is not touching Sand Sprite:

    Set Player position to PlayerLastX & PlayerLastY so that it remains on the SandSprite and can still move where it came from.

  • Your events are cascading. Keep in mind that this event-sheet is read by the system almost 60 times per seconds from Top to Bottom.

    It seems like your Set "TOP" to X are executing one after another. I'm not exactly sure about what you try to achieve but there must be an easier way to do it. A way that is less confusing for the system I mean.

  • I suggest you take that SpriteFont file to your favorite image editor and set it to all the different colors you wish to use, to get as many SpriteFont files as colors you want, then add them all to the project, each one with the name of the color. (As you can't add animations to SpriteFonts unfortunately, which would make things easier).

    That way you won't have to use effects and impact your game performances. Only the memory used.

  • You could add another Variable called BallSpeed on ball movement start

    Set BallSpeed to 1 if speed between 1 and 30, set BallSpeed to 2 if speed between 30 and 60, etc..

    and change the Platform Gravity each time each bounce to : BallSpeed x 1 for 1st bounce, Set Platform Gravity to : BallSpeed X 2 for 2nd bounce, etc...

  • I think the javascript code has been minified or something, which makes it look complicated.

    I'm not into code that much (which is why I love Construct 2 so much after all ^^ ). Yes I think it's just flat blocks but pushing the arrows buttons creates events that resize the blocks. If you look very closely at blocks with ladders on top of them you'd expect real 3D to display the sides of those blocks while they are just 2D sprites which change sizes. As I said this is very well done and seems complex but by trying to reproduce the concept in a more simple way with fewer blocks for a start I'm sure it can be done. After that it's just adding more variables and elements but sticking to the same logic.I'd say something like:

    A full row of blocks contains 10 blocks in line with each a letter assigned: A B C D E F G H I J

    if rotated left: then A size= -30 B size = -20 etc.. etc.. Just throwing ideas here.