Halfgeek's Forum Posts

  • >

    > Hopefully by the time C3 is out, HTML5 is supported on Xbone/PS4 too and at the least, Chromium isn't a buggy mess. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    >

    Well how about this?

    http://blogs.msdn.com/b/davrous/archive ... on-js.aspx

    The small framerate drop is probably due to the streaming process, but at this time it's only just the browser. I would love to see the ability to wrap a webgl app and have access to leaderboards, and all the other cool things on the Xbox One

    That's another step towards the right direction for HTML5 and C2/C3's market.

    What we'll need is a C2 wrapper to make stand-alone apps to sell on the Xbone App Store. Opening up a major console market is a great thing!

  • Just tried the demo, really nicely done. Great sleek presentation.

    Very good game mechanics!

    Good luck with the launch!

    ps. You should look into adding Steam Trading Cards, it will help attract collector types.

  • tgeorgemihai

    ErekT

    Sadly that issue is due to Intel's drivers/hardware not liking OpenGL and WebGL is based on that. It's funny but games run better with WebGL disabled on Intel's iGPU, going with pure software renderer aka canvas2d, but it's fine since Intel's CPU is so powerful it can grunt through it.

    And yes, I understand its a major problem because gamers see a "simple 2D" game and they expect it to run blazing fast even on crap integrated graphics. Which for DX9-11 stuff, it will run very fast.

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  • Gianmichele

    Yes, most of us understand why C2 is the way it is, especially due to the smaller size of the team involved compared to the major indie engines out there. Scirra can't be compared to Epic Games or Unity due to the scope of personnel and resources.

    Hopefully by the time C3 is out, HTML5 is supported on Xbone/PS4 too and at the least, Chromium isn't a buggy mess.

  • So far all postings regarding this point in the opposite direction. No custom "native" runtime, but staying with HTML5/browsers/DOM.

    Yeah it's a shame, I hope it all works out with Chromium no longer full of major crippling bugs for C3 to really shine. If I still survive as a gamedev then and the situation is still crap, I'll have to put all my effort to transitioning to Unity.

    Jayjay

    I understand the concern, not being able to export to console is losing out on a massive market. Its hard to make a smash hit on any one platform, so a more realistic aim is to develop a single game that can ship for XBone, PS4, PC, MAC, Linux smoothly, so that the lower sales on individual platforms combine to create a good income. Also, PC gamers are fickle and it may be that the game we want to make simply do not appeal to that crowd (example The Next Penelope & Airscape), and would work much better on consoles. I can see this factor along as being a major drawback of C2 and it's something C3 should focus upon.

    Tinimations

    That's why I wanted to launch early next month, I've got a few streamers/youtube players who want to play it and I planned to give them some time to create the content and showcase before the launch later. I've told them all the ETA already. But I can't get these guys to play a broken game.

    glerikud

    Well the sooner its fixed, the better for all of us who have been plagued with these issues for such a long time due to how messed up Chromium has been.

  • I released in Early Access, so savegame not carried over isn't an issue, players know the game is in development. But if Silver is releasing in full version then i would suggest to delay a bit.

    Yeah it's a good idea, but if I release in EA, there would be a strong expectation of a lot more content added before release and honestly the game is finished as is, I'm just balancing gameplay currently.

    Here's hoping these bugs are sorted out within a month.

    Eisenhans

    A lot is riding on this game (quit work, gamedev full-time), I knew it when I set out to build it. The deadline was this December.

    This is why I truly hope C3 would eventually have a native export. We rely too much on the whims of 3rd party wrappers. I just want the normal reliance on Drivers & Engine to cooperate. Here we got the middle-man Chromium that just tries to Seppuku everyone all the time.

  • You mention that save games doesn't carry over, but does a save/load performed on the NW still work? Great news about the stutter and memory issues. All that's needed now is getting it up and running in a presentable state by february and I can rest easy for the release!

    You can save and load for the session only. As soon as you exit and start again, it generates a new "temporary" folder in the IndexedDB folder where savestates are stored. It shouldn't be doing that.

    ATM its good for a demo, if you load your assets on the layout or have "on destroyed outside of layout", it will pre-load all the assets for that layout on startup, and it will be butter smooth from then on for hours without memory bloating.

    I'm back on NW 0.10.5 for now because I'm play testing my game in its final phase, game-balance. Without the save working, it'll just be a waste of time playing with 0.13.a5.

    If this isn't sorted by mid-December, I'm screwed because then I would have to launch with NW10.5 for Steam due to functional save-state. But that means I cannot upgrade to newer C2 (Scirra is dropping NW export support for older NW.js versions) or new NW versions due to save-state non-carryover.

  • Definitely speed increase on the Mac side. Even when running this on Windows 8.1 VM got a large increase in performance.

    Yup, its a nice speed increase as well as stability.

    Shame about the completely broken LocalStorage & Save/Load states.

    Chromium so far has been 2 steps forward, 1 step back...

    But it's getting there. It's close. I can feel it!

  • Ashley

    Okay, found the bug Danwood

    NW changed its default directory for data and cache.

    It's now like this:

    Before it did not have extra sub-dir /User Data/default.

    LocalStorage is empty because it's probably looking at the wrong folder to save/load keys.

    Also the save/load bug is related to this:

    Before, there was only ONE folder generated for IndexDB.

    Now each session of nw.exe game start will generate a new folder. It's behaving as if its a temporary cache.

    As such, your save data won't be recovered properly.

    The Chromium/NW.Js team messed up big-time in how they handle LocalStorage and IndexDB.

    This is basically unusable without a new Chromium/NW.Js build.

  • I also experience bugs when loading a game cerated and saved after the update...

    I haven't had this, saves and loads fine.

    But I think Ashley may have to take a look at your project to find this bug. We all do not want save-game bugs, ever, period.

    I encourage everyone to post any bugs they find in this thread so we can keep it all together in one place for Scirra to easily see all the potential issues.

    Literally can't wait for the updated GreenWorks and NW0.13.a5 support!

  • I agree NW a5 also doesn't (yet) support kisok mode using

    var gui = require('nw.gui'); gui.Window.get().enterKioskMode();[/code:2o9bzba1]
    
    It's a long way from release status, but I am looking forward to when it becomes reliable for us to use.
    

    I'm hoping to launch next month on Steam.. at this point I can't go with NW12 because it janks and the memory leak. Can't go with NW10.5 due to memory leak as well as the incompatible save-state for future NW, it means if I go with 10.5 I'm stuck on that forever and can't use newer C2.

    Can only hope 0.13.a5 is improved/fixed in time and the updated GreenWorks is ready!

  • Problem Description

    It seems to ignore or does not process the local storage triggers like "exist/missing"

    This used to work.

    It would enter full-screen by default, and subsequently game launches, it checks the localstorage key first, sets it, then fullscreen or or window mode based on the saved setting. Now it does not trigger.

    Steps to Reproduce Bug

    Listed in the image.

  • Everytime devs mention "significantly reworked" or along those lines, I always instantly fear "save game state not compatible"... I posted that in the GreenWorks thread immediately after Ashley talked about 0.13.a5, and it is as I feared.

    But moving forward, this transition needed to happen. Most of us who publish on PC/MAC are still stuck on Chromium 36 since 38 introduced bad stutters which hasn't been fixed for a long time. On top of this, the memory leak affects bigger games real quick, stutters start after an hour of play leading to potential crash.

    So with Chromium 46 onwards, we get smoother gameplay, faster JS engine (great for mobiles, good for PC) and no more memory leak. Eventually we have to move on. Hopefully Google doesn't screw up future Chromium as badly.

  • Great news:

    The nasty memory leak (memory-leak-in-chromium_t163711) bug in NW10.5 and NW12 is fixed! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Now the nw.exe process is much more aggressive in flushing memory, changing layouts will trigger a clearing a few seconds into the new layout. The memory usage does not escalate endlessly leading to stutter (& crash) after some time of play (time varies on size of game).

    Another GREAT news:

    cpuutilisation tracking shows a major reduction. This means a big performance improvement. On average, I am seeing around a 20-25% performance speed up for my logic bottlenecked RTS-style AI battles.

    A really bad news:

    Save game state not compatible with NW10.5 or NW12. LocalStorage does not carryover nor does the Save/Load state. Obviously you all can understand the implications. Pretty much if you are on an older NW and already published, updating to this = wiping your gamer's saves = not happy gamers.

    Some weirdness:

    It seems to ignore or does not process the local storage triggers like "exist/missing"

    This used to work. It would enter full-screen by default, and subsequently it checks the localstorage key first, sets it, then fullscreen or or window mode based on the saved setting. Now it does not trigger.

    Alpha 6 Download: http://dl.nwjs.io/live-build/11-23-2015 ... .0-alpha6/

    Just extract it over your NWForC2 folders, win32/64 etc.

    Post: nw0-13-alpha5-testing-report-alpha6-works_t163879?start=70