Danwood's Forum Posts

  • > After updating my game with NW 0.43 (from NW 0.23), i've replaced the icon with Res Hacker as I always do, and released the build on Steam, and users report me the icon they see in the task bar is a pink square... any idea? <.<

    >

    > The icon is the same as before, 32x32, 16mln colours

    Please upload the icon and source image so I can test it on my end.

    Also, what steps did you take in ResHack exactly?

    Here the icon and image.

    To apply it, as i've always done, I:

    -Open ResHack

    -Drag nw.exe (renamed to run_game) on the left panel

    -Open the "Icon" folder

    -Right click on "1" and click on "Replace icon"

    -Insert my icon, save and exit

  • After updating my game with NW 0.43 (from NW 0.23), i've replaced the icon with Res Hacker as I always do, and released the build on Steam, and users report me the icon they see in the task bar is a pink square... any idea? <.<

    The icon is the same as before, 32x32, 16mln colours

  • Here is the report for the startup performance regression: github.com/nwjs/nw.js/issues/7192

    Will wait with the other report until there is more info available.

    I think Roger just fixed it in today's nightly build :D Awesome work!

  • 273 greatly reduces performance on me when many shadow caster object are on screen. I'm not able to reproduce the bug, but there must be something making the shadow behaviour more CPU intensive than 272.

    Back in 272 i could zoom out the game and enjoy 60 fps, now with 273 it's 20 fps! If i disable shadows, it goes back to 60.

    If someone is able to reproduce the issue, please do so, I'm failing to do so with a new game, since the problem could be ause by a specific position of the shadows on or off the screen..

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  • Bug is stillpresent in 273, plus ShadowLight change deteriorated performance in my project with many shadow caster objects.

  • I've discovered that updating from 272 to 273 reduces performance with many SHADOW CASTING objects on screen.

    I'm asking someone else to reproduce the problem, confirm it, and possibly build a CAPX to show that to Ashley, as that's a major issue for me and i guess for some of you.

  • Danwood I've tested things out on my end and there are some more issues as well.

    Since this is experimental and noone should use it for serious projects anyway, I've posted a request inside the official Github issue and it will hopefully be sorted out soon. If not, I will have to look into multiple workarounds, which may or may not be easy to implement.

    I've noticed the F11 thing as well... Thank you for your commitment! I'm looking forward to using this new feature as it makes the newer versions worth it for me, as after 0.23.6 performance decreased drastically, forcing me to stick with that version until now.

  • In the new releasaes, adding --enable-features=nw2 really improves the performance for me, but i get a X button when in fullscreen if i hover the mouse on top of the screen... any way to remove it?

  • Try exporting to NW.js v0.23.6 and see if there is still the junk.

    For me, the junk starts from v0.23.7 till the latest release. I think its a Chrome issue.

    I still use 0.23.6 for this reason...

  • Maybe try https://www.scirra.com/forum/plugin-converter_t190325.

    Does it just convers plugins, not effects?

    EDIT1: it worked! that's a life saviour

    EDIT2: well, it converted it and c3 imported it, project opened, but any instance with that effect doesn't work ingame (it's as it is deleted at creation...)

  • My project uses the Normal Mapping effect from this site:

    http://gameswarp.com/studio/construct-2 ... ng-effect/

    It's essential to my game to work as supposed to, but I cannot find a c3 version of it so i can't port my game to it!

    Can anyone help?

  • Con Normal Mapping be converted for C3?

  • Is there a version for c3?

  • After updating to NW.js v0.29, my game does no longer show any webgl effect and runs extremely poorly! Am i missing something?

  • In general, anything you don't use doesn't affect performance. It sounds like a better idea just to change the settings of one behavior though.

    Thanks Ashley, i guess i'll just change the settings in the event, it happen once every X seconds so it'll not affect performance much i hope.