NW0.13.alpha5 Testing Report **Alpha6 Works!!**

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  • [quote:eq7heylk]This is why I truly hope C3 would eventually have a native export. We rely too much on the whims of 3rd party wrappers.

    this will never happen

  • This is why I truly hope C3 would eventually have a native export. We rely too much on the whims of 3rd party wrappers. I just want the normal reliance on Drivers & Engine to cooperate. Here we got the middle-man Chromium that just tries to Seppuku everyone all the time.

    Auch ... I wish you the best. I also want to do something like this but I'm not quitting my job until I know I can handle it.

    Limiting to just HTML5 is Construct 2/3 downfall. The fact that you still encounter framedrops in a bigger 2D game on an integrated graphics card that can play commercial AAA games at least at low settings says a lot.

    I have taken the Unity route, is harder, but at least I don't have problems with the export or with framedrops (unless I really screw something up).

    To bring an example to the table, Clickteam Fusion, does not have console support, but a few people actually made a fully native runtime for it. Yes, it does not support all of the objects and extension that Fusion has, but it works! And it lets people publish their game on consoles and other platforms.

    http://mp2.dk/chowdren/

    This is actually great, but also kind of intresting : so a bunch of people managed to create exporters (and even speed up the events by transforming them in C++) for the current gen of consoles in their free time while the developers of the Clickteam Fushion were not able.

  • This is actually great, but also kind of intresting : so a bunch of people managed to create exporters (and even speed up the events by transforming them in C++) for the current gen of consoles in their free time while the developers of the Clickteam Fushion were not able.

    One guy, actually.

  • Limiting to just HTML5 is Construct 2/3 downfall. The fact that you still encounter framedrops in a bigger 2D game on an integrated graphics card that can play commercial AAA games at least at low settings says a lot.

    It is indeed. I've done some testing recently and as it turns out, even my puny netbook from 2009 can run Unity stuff at 60 fps. Compatibility doesn't get better than that.

    It really is too bad, cos C2 wipes the floor with any other product I've tried in terms of productivity. If Scirra is sticking to html5 so they can continue supporting mobile platforms then I'd say all the more reason for them to reconsider. C2/html5 never seemed to manage to perform well on Android and iOS anyway and the mobile gold rush is pretty much over.

  • tgeorgemihai

    ErekT

    Sadly that issue is due to Intel's drivers/hardware not liking OpenGL and WebGL is based on that. It's funny but games run better with WebGL disabled on Intel's iGPU, going with pure software renderer aka canvas2d, but it's fine since Intel's CPU is so powerful it can grunt through it.

    And yes, I understand its a major problem because gamers see a "simple 2D" game and they expect it to run blazing fast even on crap integrated graphics. Which for DX9-11 stuff, it will run very fast.

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  • Great news:

    The nasty memory leak (

    Now the nw.exe process is much more aggressive in flushing memory, changing layouts will trigger a clearing a few seconds into the new layout. The memory usage does not escalate endlessly leading to stutter (& crash) after some time of play (time varies on size of game).

    Another GREAT news:

    cpuutilisation tracking shows a major reduction. This means a big performance improvement. On average, I am seeing around a 20-25% performance speed up for my logic bottlenecked RTS-style AI battles.

    A really bad news:

    Save game state not compatible with NW10.5 or NW12. LocalStorage does not carryover nor does the Save/Load state. Obviously you all can understand the implications. Pretty much if you are on an older NW and already published, updating to this = wiping your gamer's saves = not happy gamers.

    Some weirdness:

    It seems to ignore or does not process the local storage triggers like "exist/missing"

    This used to work. It would enter full-screen by default, and subsequently it checks the localstorage key first, sets it, then fullscreen or or window mode based on the saved setting. Now it does not trigger.

    I'm experiencing the same sort of problem. I am using a custom save game setup, using local storage, dictonary and arrays.

    Before the update I could go fullscreen on start of layout, and strings would work in the saved game slots i setup. Now the saved games still work but strings are not being called so the saved slots do not show text anymore. Hope this helps, really hope this gets fixed soon.

  • Hopefully by the time C3 is out, HTML5 is supported on Xbone/PS4 too and at the least, Chromium isn't a buggy mess. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Well how about this?

    http://blogs.msdn.com/b/davrous/archive ... on-js.aspx

    The small framerate drop is probably due to the streaming process, but at this time it's only just the browser. I would love to see the ability to wrap a webgl app and have access to leaderboards, and all the other cool things on the Xbox One

  • >

    > Hopefully by the time C3 is out, HTML5 is supported on Xbone/PS4 too and at the least, Chromium isn't a buggy mess. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    >

    Well how about this?

    http://blogs.msdn.com/b/davrous/archive ... on-js.aspx

    The small framerate drop is probably due to the streaming process, but at this time it's only just the browser. I would love to see the ability to wrap a webgl app and have access to leaderboards, and all the other cool things on the Xbox One

    That's another step towards the right direction for HTML5 and C2/C3's market.

    What we'll need is a C2 wrapper to make stand-alone apps to sell on the Xbone App Store. Opening up a major console market is a great thing!

  • In terms of save game state, are we totally screwed, or is there a *potential* workaround sometime in the future?

  • In terms of save game state, are we totally screwed, or is there a *potential* workaround sometime in the future?

    Looks like a bug, all they would need to do is stop making a new temporary session folder for saved data at each startup. Chromium used to have 2 data paths, UserData and Data. It looks like it's defaulting to using UserData which may be causing this issue. It's also ignoring the args --data-path='./save/' which suggest it is indeed defaulting to UserData.

    Seems easy to fix.

    I just hope they fix it soon.

  • , have you considered creating a ssytem to use nw.js file storage to store your game state inside the user's folder? After described this to me a couple of days ago I haven't looked back. I presume that it could suffer the same asynchronous challenges that local storage provides, but this works on v13 AFAIK (although I'm using v12 still).

  • , have you considered creating a ssytem to use nw.js file storage to store your game state inside the user's folder? After described this to me a couple of days ago I haven't looked back. I presume that it could suffer the same asynchronous challenges that local storage provides, but this works on v13 AFAIK (although I'm using v12 still).

    Well considering the NW.Js object is causing NW 0.13 to crash, we don't know if it works or not. :p

    Nice if it does, it means I can redesign my save game using Dictionary & JSON rather than the default Save/Load. That's fine too, more direct control in the file read/write is good.

    Also, the file write to a set folder with Data Path which is ignored in the 0.13.a5 NW, it reads from a temporary cache folder that's session specific. So it wouldn't work.

  • > In terms of save game state, are we totally screwed, or is there a *potential* workaround sometime in the future?

    >

    Looks like a bug, all they would need to do is stop making a new temporary session folder for saved data at each startup. Chromium used to have 2 data paths, UserData and Data. It looks like it's defaulting to using UserData which may be causing this issue. It's also ignoring the args --data-path='./save/' which suggest it is indeed defaulting to UserData.

    Seems easy to fix.

    I just hope they fix it soon.

    Have you made a thread about it in their forum?

    Perhaps like last time, link it so we can upvote it to impress on them the urgency of the problem.

  • Have you made a thread about it in their forum?

    Perhaps like last time, link it so we can upvote it to impress on them the urgency of the problem.

    Waiting to see what Scirra thinks of this whole episode, since only they would know for sure what's going on with the C2 engine <----> NW.Js interaction.

  • - ha - you're right, but only if you use Scirra's nw.js v13 installation. The one from github works just fine for me...

    Edit - "just fine" does not include full screen or kiosk mode. All looks like a rather rushed introduction of an alpha nw.js to the c2 output schedule IMO.

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