Experimental Greenworks plugin

From the Asset Store
The I18N (Translation) is a Construct plugin created to translate text in game.

    This must be a plugin issue though, checked around on the steamworks forum and nobody has experienced this before, and people said that the overlay has nothing to do with GPU. So my guess is that it's a plugin/c2/html5 issue which hopefully means Ashley can fix it

    It's a NWjs/Chromium issue.

    Nothing related to C2 or Greenworks.

    Its just the way NVIDIA treats the detection of Chromium.

    Looks like stuff is happening https://github.com/greenheartgames/greenworks/issues/64

    I hope they'll release the new greenworks version soon.

    Did somebody do some testing with the new NW.js version (v.0.13.0 beta 6)? Is it working or it's still broken?

    Also, this is some sort of noob question, but if I want to make a game for Steam, the only thing I'd need this plugin are the achievements, right?

    glerikud , if you want add achievements, you need plugin else for trading cards or cloud a plugin isn't needed

    glerikud , if you want add achievements, you need plugin else for trading cards or cloud a plugin isn't needed

    MadSpy You say that a "cloud" features inside the plugin are not required, in fact how would you for example store savedata like localstorage to the cloud anyway?

    So far I don't know much about the game SDK or how certain features like that work.

    (My guess is that Steam's cloud system works with relative savedata paths that you have to mark out in the SDK.

    However even if it would work like that, what would happen if future NW.js versions would change the localstorage-data path?)

    I think since NW.js + Steam are going to be a "big" thing in the next couple of months with the stable

    release of NW.js, things like this should be in the manual. (I'm sure that Ashley will do that, just a little heads up anyway. )

    I mean you're able to create your own save logic in files with nw.js without localstorage (e.g. "%userfolder%/documents/mygame/save.data") and you're able to set a path in steamworks partner web for cloud save so you don't have to use a plugin to do this.

    I mean you're able to create your own save logic in files with nw.js without localstorage (e.g. "%userfolder%/documents/mygame/save.data") and you're able to set a path in steamworks partner web for cloud save so you don't have to use a plugin to do this.

    Thank you for the quick reply.

    > glerikud , if you want add achievements, you need plugin else for trading cards or cloud a plugin isn't needed

    >

    MadSpy You say that a "cloud" features inside the plugin are not required, in fact how would you for example store savedata like localstorage to the cloud anyway?

    So far I don't know much about the game SDK or how certain features like that work.

    (My guess is that Steam's cloud system works with relative savedata paths that you have to mark out in the SDK.

    However even if it would work like that, what would happen if future NW.js versions would change the localstorage-data path?)

    I think since NW.js + Steam are going to be a "big" thing in the next couple of months with the stable

    release of NW.js, things like this should be in the manual. (I'm sure that Ashley will do that, just a little heads up anyway. )

    I mean you're able to create your own save logic in files with nw.js without localstorage (e.g. "%userfolder%/documents/mygame/save.data") and you're able to set a path in steamworks partner web for cloud save so you don't have to use a plugin to do this.

    I am adding to his statement with the fact that you can simply use the official save and load functionality for your own custom save files. Without much hassle.

    How?

    Pretty easy.

    For saving, as indicated in the manual, on saving complete, save a copy of the save json into your own custom file that you created for this purpose. Remember to use a marker so you can identify if the json is a new one or will it replace an existing one in that file.

    When loading, just parse through the file and load the correct json using the load from json function which is provided officially by Scirra.

    There you go, easy as it can be. And you can have full cloud support with your own custom files.

    Thanks for the quick answers and also for the tips in the save game topic.

    I am adding to his statement with the fact that you can simply use the official save and load functionality for your own custom save files. Without much hassle.

    How?

    Pretty easy.

    For saving, as indicated in the manual, on saving complete, save a copy of the save json into your own custom file that you created for this purpose. Remember to use a marker so you can identify if the json is a new one or will it replace an existing one in that file.

    When loading, just parse through the file and load the correct json using the load from json function which is provided officially by Scirra.

    There you go, easy as it can be. And you can have full cloud support with your own custom files.

    The built-in savestates are an awesome alternative for more "simple" games were saving certain global variables doesn't matter that much.

    However, if you have a game were you want to save variables only, I prefer using webstorage (my modified version with encryption inside), I just recently changed to local storage because it is technically save from any way of manipulation. (To be honest, waiting for localstorage to do its work is still annoying and I consider to go back to my old webstorage saving method in future.)

    So to sum it all up, if I would make a custom saving system to a file, do I have to encrypt the variables saved into the file?

    I appreciate all kinds of links to existing separate file saving methods, sorry that I went off-topic here!

    (I know that the most of the users who subbed to this topic only want to know news about greenworks and not things like this. )

    >

    > I am adding to his statement with the fact that you can simply use the official save and load functionality for your own custom save files. Without much hassle.

    >

    > How?

    > Pretty easy.

    >

    > For saving, as indicated in the manual, on saving complete, save a copy of the save json into your own custom file that you created for this purpose. Remember to use a marker so you can identify if the json is a new one or will it replace an existing one in that file.

    >

    > When loading, just parse through the file and load the correct json using the load from json function which is provided officially by Scirra.

    > There you go, easy as it can be. And you can have full cloud support with your own custom files.

    >

    The built-in savestates are an awesome alternative for more "simple" games were saving certain global variables doesn't matter that much.

    However, if you have a game were you want to save variables only, I prefer using webstorage (my modified version with encryption inside), I just recently changed to local storage because it is technically save from any way of manipulation. (To be honest, waiting for localstorage to do its work is still annoying and I consider to go back to my old webstorage saving method in future.)

    So to sum it all up, if I would make a custom saving system to a file, do I have to encrypt the variables saved into the file?

    I appreciate all kinds of links to existing separate file saving methods, sorry that I went off-topic here!

    (I know that the most of the users who subbed to this topic only want to know news about greenworks and not things like this. )

    I don't get the snide remark about simple games since my game is far from simple but let's not pursue that any further, for courtesy sake.

    Now, since you already have the required saving information in variables, it is a simple matter of reading the previous information in a custom file into a string variable and then parse it to see which of the new information will replace which or be added as new. After all the computation is done, simply write the variable containing all the saving info into the same custom file (e.g. settings.ini).

    If you want to add some encryption to the mix, simply do it inside the game event sheets for decrypting after reading the file and encrpyting just before writing the data into the file as just another part of the computation.

    This is not hard at all, just very tedious.

    >

    > ...

    > So to sum it all up, if I would make a custom saving system to a file, do I have to encrypt the variables saved into the file?

    > I appreciate all kinds of links to existing separate file saving methods, sorry that I went off-topic here!

    > (I know that the most of the users who subbed to this topic only want to know news about greenworks and not things like this. )

    >

    I don't get the snide remark about simple games since my game is far from simple but let's not pursue that any further, for courtesy sake.

    Now, since you already have the required saving information in variables, it is a simple matter of reading the previous information in a custom file into a string variable and then parse it to see which of the new information will replace which or be added as new. After all the computation is done, simply write the variable containing all the saving info into the same custom file (e.g. settings.ini).

    If you want to add some encryption to the mix, simply do it inside the game event sheets for decrypting after reading the file and encrpyting just before writing the data into the file as just another part of the computation.

    This is not hard at all, just very tedious.

    The thing is, I don't want systems like my current webstorage one were it has a fixed path, I want a system that does all the work for me.

    The "webstorage+" plugin my friend made is good and works fine, but still has a lot of events I have to deal with.

    (Similar to the local storage plugin were you have to wait until it has done its work.)

    I want a system that is easy to use, customizable and that is safe from any kind of manipulation. (Something like you told me with ini files.)

    I know that you probably think "just deal with it", I get that if you do but I'm more the type of guy that wants to

    focus on visuals and create maps + gameart instead of working a lot with the eventing system.

    I have some years of experience and know how the most of the stuff works but I guess there will always be better and more simple ways to create something like this.

    I don't get the snide remark about simple games since my game is far from simple but let's not pursue that any further, for courtesy sake.

    I mean like, I want to set e.g. audio, graphics and other gameplay settings and reset all the positions, behaviors, events completly when loading a save.

    For me the savestates look like something for either huge games where it is almost impossible to save each variable into a file or more "simple" games like platformers were you want to load directly into the last spot you were in.

    My game has an online mission based system, so you can kinda see why full-state saving is not the best solution for that.

    Could you maybe include the links to the plugins or tutorials for the systems you recommend me to use?

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    Ok to get this thread back on topic again... <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Great news! The new version of Greenworks is released (Greenworks v0.5.2 for NW.js v0.13.0-beta7)

    https://github.com/greenheartgames/gree ... /tag/0.5.2

    Ashley ... just in case you didn't saw it already

    Great stuff - I plan on getting stuck into this soon

    Great news! The new version of Greenworks is released (Greenworks v0.5.2 for NW.js v0.13.0-beta7)

    https://github.com/greenheartgames/gree ... /tag/0.5.2

    Good to know about this. Thanks. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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