Ashley's Forum Posts

  • The win32 export of NW.js should run fine on 64-bit Windows. I test every version that is published and every time the win32 one runs on my 64-bit Windows.

  • Why do you need them in Construct 3?

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  • Our server doesn't itself refer to any public blacklists. I'd guess it's CloudFlare that implement the block.

    I have to emphasise, in general we can't help with these types of questions, as it's out of scope for what we can help with. If I knew of any conceivable reason our build service would be blocking anyone I'd have mentioned that first.

  • If you want a game to keep doing stuff in the background while the user is not using it, you don't actually need, and don't actually want, to keep the app live and running in the background. This seems to be a common misconception. All it will do is waste the user's resources/battery.

    Instead you can use the suspended/resumed triggers to identify when the app goes to sleep and wakes up, measure how much time passed, and then simulate that much time passing on waking up. This is why Construct doesn't have a "keep awake in background" option - for this type of purpose, it's unnecessary and wasteful.

  • The text is rendered by the browser and some browsers don't scale text smoothly. I think what happens depends on which browser you're using. IIRC I filed an issue with at least Safari for text scaling not being smooth, but nothing much has changed.

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    Please only post in English in this forum as per the Forum & Community guidelines.

  • That's the icon for a crashed canvas. It likely means the graphics driver crashed, so it probably is a driver problem (it's possible even the latest available drivers are broken).

    You could try disabling hardware acceleration in the browser settings, but then it will probably be a lot slower.

  • If you run in to a problem with Construct please file an issue following all the guidelines.

  • I tried first fileing my bug report then I read the guidelines that says I must upload my project....

    The guidelines actually say this:

    No, we don't want your entire project. Sending us your entire project is usually not actually helpful. The guidelines require a minimal project with the fewest events and objects possible.

  • If you run in to any problems please file an issue following all the guidelines. Please note it's impossible to help without those details, which is why we have this process, and why it is usually impossible to help if you only mention things on the forum like this.

  • Why do you need to do it inside Construct? You can easily get a GIF from the Video Recorder plugin if you drop the resulting video in to a free GIF conversion service like EZGif's video to GIF tool.

  • I think that tutorial is out of date. You only need to tick 'Export for Steam' when exporting - you don't need to modify the Chromium arguments as it now automatically configures it. The 'Export for Steam' setting adds the command line options --in-process-gpu and --disable-windows10-custom-titlebar - it does not set --disable-direct-composition, so I think you can now remove that and everything will still work fine with Steam.

    Overall it would be great if Valve added proper support for NW.js/web games for Steam -the flags it still changes for 'Export for Steam' are only there to work around bugs in Steam, and as always happens, workarounds end up causing their own issues. It's always better to get the underlying issue fixed. However responsibility for that is with Valve.

  • Look in the Project Statistics and see the estimated memory use. (The actual memory use often has nothing to do with the project file size.) If it's too high it can crash the browser as it runs out of memory. See the manual guide on memory usage.

    If the memory use is not too high, then it sounds like Safari itself is crashing, in which case you'd need to report the problem to Apple.

  • These results are pretty misleading. Think in terms of frame times, instead of frames per second: the first is doing a frame once every ~9 microseconds, and the second is doing a frame once every ~26 microseconds. So NW.js probably has a per-frame overhead of ~17 microseconds. A typical frame at 60 FPS takes 16.7 milliseconds. So NW.js is adding an overhead of about 0.1% per frame. In other words the difference is negligible and there is no point worrying about it.