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Thanks for your screen and information regarding this issue. What is interesting to me is that your dll is around 66mb and mine is around 90mb, while my game is around 130mb with 20 sprites with sizes lower than 128x128 or 64x64 pixels for each sprite and as I mentioned before 495 events and 1 particle system with a 12x12 sprite so far.
This is my screen:
Could you roughly estimate your event number, spirte number and game size while having the nw.dll at 66mb?
What is interesting that when exporting an empty scene today, with no sprites or no events I ended up with a nw.dll that wieghed 129 mb(!) as I did end up mentioning earlier in the thread. Just crazy stuff.
Is it possible for you to export an empty scene with NW.js and see what size is your nw.dll file in that empty scene?
Regarding your other problems with your game do they strictly have to do with NW.js export? (not meaning to go off topic as this thread is about the nw.dll file being large and no info speaking of this anywhere to be seen, but I am curious regarding this matter)
win32 export has a smaller dll, and it also runs faster.
Unless you absolutely need above 4GB ram usage, exporting to 32 bit is much better as it runs on 32 bit OS AND 64 bit OS (all my test rigs are 64bit).
I've got 17K events and thousands of sprites and particles (I stopped counting). Native 1920 x 1080.
And it runs really well on PCs from 2006, on integrated Intel GPUs... can't really complain about performance at all TBH. Unity would be struggling on that hardware with my scene complexity.
The other issues are MAC & Linux exports being broken with recent NWjs alphas (which are required due to fixing memory leaks and additional performance gains). Then the lack of Steam integration, it's a waiting game as each new iteration of NWjs requires an iteration of GreenWorks adapted to C2..
So it's not perfect, far from it. But for PC (AND iOS!), performance is outstanding.