AvidlyWildGames's Forum Posts

    Once you have Greenworks in, I don't think you can use preview anymore. It's annoying but if you only call the plugin via a single function to apply the achievement, you can make the swap over to release mode fairly quickly.

    Anonnymitet Yep, with your help we've got it working on the latest version as well! Thanks so much. Although not quite yet for Mac+Linux if you have advice there.

    Ideally we'd like to use a later version of NW so it works with webm videos.. maybe when we get C3?

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    Also, can you clarify -- what do you mean you got 64 bit version and Mac/Linux working via that method? It seems to explicitly state that 64 bit wouldn't work. (And if you have the latest Mac/Linux files that I could copy and paste into the requisite folder, we'd be ever so grateful to test if it'll work for our game.. we've been struggling to get Mac/Linux working given the high number of objects/files read in.. read somewhere it was a 500 object/file count limit)

    Awesome, thanks so much for the guide! Game seems to export fine with achievements although video plugin (webm/ogv/mp4) refuses to work in NW10.5 (not exactly greenworks related, although another good reason to get greenworks working with a later version of NW)

    Hmm, do you have advice on how to stay on NW10.5 while upgrading construct verisons? I didn't see NW10.5 on the Scirra page (https://www.scirra.com/nwjs) and was afraid of irreversibly impacting our ability to push updates

    Bumping this for visibility as we have been very hesitant to upgrade from r187 given it could break all of the Steam achievements for our live game. Completely understand it's a small team building out a ton of features / functionality, but any progress here would be very much appreciated!

    (Also really hoping C3 will provide much better PC / Steam integration support! Excited to upgrade!)

    Ashley Yep, followed every step including the renaming to 'nw.exe.' Still not working.

    Hey Ashley this is awesome news! Thanks so much for working on this.

    Hoping you might be able to troubleshoot a bit here -- when we try to implement this in our game, we get a node-webkit ascii message instead of the game launching. This is with zero actual 'greenworks' code in the game (just the plug-in installed and the object created).

    Note:

    -A completely new/blank project works fine so the computer seems okay

    -Going through the full game files and disabling all the custom plugins doesn't fix the problem

    Currently trying to delete large blocks of code to see if we can identify anything

  • Oh also, FYI we can't respond to direct messages since we don't have enough rep.. lol. Sorry!

  • Thanks for the great suggestions.

    I think part of the startup load time is because it is loading every single image in the game once on a load layout (only way we could figure out how to load objects by name later since C2 doesn't seem to support it by default). Definitely open to alternatives. :) We are looking at how difficult it would be embed every single room as code within the game rather than as txt files.. but that's a pretty monstrous task with over 600 rooms. However, we obviously can't have people taking 5 minutes to open our game..

  • We are looking into it with a bit more detail, but are not 100% sure what we're going to do. Still lots of other things keeping us super busy.

  • In general our sales curves have reflected those of other games we've seen (e.g. the charts on Pixel Prospector). I'm sure front page and the launch discount have helped sales. :)

  • Yea, that's really unfortunate. Got a response from Ashley indicating as much today.

  • Thanks clrammer. Yea, it's been really inconsistent with when it works and when it doesn't work (e.g., it worked on all three Win8 machines we tested personally) so it's hard to troubleshoot when it only fails for someone else.

  • We've run into a few issues with Windows 8 not working consistently and haven't really been able to remedy the issue. Similarly Linux and Mac exports have not worked smoothly for us (plus there's the huge red flag of having all the assets/files unzippable and easily edited)

    The Steam publishing process has been fairly straightforward though since we haven't been able to do any Steamworks integration. Waiting to hear back from Ashley still.