AlexFrancois's Forum Posts

    Can I confirm this isn't safe to use on 221 with 13 beta 5 ?

    I just tested r221 and NW 0.13.0 beta 5. Exported NWJs, same issue, black screen hang.

    Going to remove GreenWorks and test.

    ps. I've been using r218 with 0.13.0 alpha 7, as it's released on Steam. It works great but no Achievements.

    Edit: Removed GW and tested, runs ok, saves are fine (I use a custom save system, using NWjs file read & write with JSON format arrays). But on exit (Browser Close), the nw.exe process won't close properly, remaining active. Prevents subsequent game launches.

    0.13.0 beta 5 is non-usable in this state!

    Bloody NWjs/Chromium, a step forward, a step back.

    Hey, I made a fix for the nw.exe not closing:

    Plugin update Feb 1st 2016! By building a new version of the Greenworks plugin myself, I've gotten it working with the latest NW.js 0.13+ versions. This is only set up to work with Win32/Win64 - I have not yet got the build working for Mac or Linux, so don't expect it to work there. If we can cover Mac and Linux, this should be able to ship with the official C2 releases. Until then it's still an experimental plugin with a separate download. Here's a copy-paste of what I added to the original post:

    Greenworks 0.13.0 - for NW.js 0.13+ (updated February 1st 2016)

    Changes in this update:

    - [ADD] Support for NW.js 0.13+ for win32 and win64 only (note Mac and Linux support is not expected to work in this release).

    - [ADD] 'On overlay activated' / 'On overlay deactivated' triggers

    - [ADD] GameLanguage and UILanguage expressions

    https://dl.dropboxusercontent.com/u/15217362/greenworks-0.13.0.c2addon

    Awesome, glad you've taken in into your own hands, achievements here I come!

    Sethmaster No worries, I'm glad it helped! Good idea with the alt-f4, I created an event and it works perfectly

    Just to stress how important it is to get a fix for this - those who close the game through alt-f4, the close window button or if the game crashes will still have the additional nw.exe's running.

    Hey people, I've made a quick fix for nw.exe not closing which should work until this is fixed:

    1. Download this .bat file or create one yourself by opening notepad and entering the following: taskkill /f /im nw.exe before saving the file as nw_exit.bat

    2. Copy the nw_exit.bat to the \NWjsForC2\win64 and win32 folders, which will ensure the files are added to all new exports.

    3. In C2, find the event you use to close the game. Above the Browser Close action add a NWjs run file action. In the Path box add: """"&NodeWebkit.AppFolder&"nw_exit.bat"""""

    Here I also add a wait 0.1 second action and then the browser close action just in case the file doesn't run.

    4. Export the game. Now when you click on your exit button the .bat script should run, closing all nw.exe processes!

    I really have no idea what I'm doing when it comes to programming. My initial thought was to run javascript that could kill the process, and while there seems to be a way , I'd have no idea how to format this in a way C2 understands.

    I hope this helps you as much as it helped me!

    Any update on this Ashley ?

    It is a nw.js bug, it was introduced in 0.13 beta 2 (grrrr) and fixed recently (don't run beta 2).

    It makes the game run off-screen, in distant coordinates.

    The fix is to delete your exported folder.

    https://github.com/nwjs/nw.js/issues/4265

    Do you mean delete the game data folder in AppData/Local ? If so, I've done this and it doesn't make a difference :/

    I already have reviewers complaining about the nw.exe not closing, if this isn't fixed it will be an epidemic when my game launches on the 28th

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    scirra

    I've noticed that the nw.exe doesn't remain if I exit the game from the first layout, but once the layout has changed at least once, it remains when closed.

    Is beta3 any different? (Available here: https://www.scirra.com/nwjs)

    That includes "Fix: nwjs Helper process not closed (#4118)" which sounds like it may be related. I want to get a stable release out soon and I'm pretty sure this is a NW.js issue, and we can update NW.js independently of C2 releases. So I may go ahead and do a stable update despite this issue, and hopefully the next version or two of NW.js will fix it.

    I can confirm that the nw.exe still hangs around after the game is closed in beta3. This is especially bad on steam as the game's status reads as still running in the steam library. Sometimes I forget to end the process and have about 8 nw.exe processes taking up around 450mb of memory each!

  • I've also been receiving this error.

    p.s. Hi Joel

  • Awesome, I will try this out and report back.

  • If it were possible to work around the limitation by simulating touches, we would have done that already. Unfortunately it's not possible.

    You should be able to play sounds at any time after the first touch. Only music can't play until the next touch after it's started. There's really nothing that can be done about it, it's a stupid limitation in both Safari and Chrome for Android. If you categorise the audio as a sound instead, it can play any time after the first touch, but then that fully decompresses the entire track in to memory which is pretty wasteful, whereas music can stream. So the restriction is completely pointless and encourages wasteful workarounds, but browser makers won't seem to budge on this.

    TBH I would just ignore the limitation and let the engine do its workaround where music starts on the next touch after playing. You don't really need any "touch to continue" screens, it just won't start music playback until the user touches the screen, and if they're doing that a lot in your game hopefully they won't notice.

    Damn, that's an annoying limitation. Sadly I think it will be quite noticeable as in a point and click music really needs to start as soon as you enter the scene to set the atmosphere, and a lot of the scenes start with cutscenes, so they player will have no need to tap the screen for a while

    Guess I'll have to think of something, thanks for clearing it up.