3030's Forum Posts

  • actually just looked and you can upload a ZIP per depot. so basically you build your shit out, zip it then upload the zips through the web interface in steamworks. Definitely worth a try!

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  • Actually steam does indeed accept ZIP files of your build if your app is under 256 MB -- you can do it straight from the steamworks build page. Ive never done it so not sure how it handles depots and stuff but worth a try?

  • Hey MadSpy

    No Matter what I try i cant seem to get even an empty project running with this, it's just a black screen...

    Latest plugin 1.8.1

    Using Construct2 - v255

    nwjs v0.28.0

    Steam SDK 1.42

    • I copied the steam sdk files into the project panel
    • Copied steam app id txt to project panel
    • exported the project
    • renamed to nw.exe (required?)
    • copied to the steam game folder
    • Hit run in steam and the nwjs app loads with a black screen.

    Any help would be massively appreciated. Thanks for all your hard work!

  • sorry pals, been swamped / buried in unity.

    CAPX: http://3030.ca/swipe6/swipescroll_v06.capx

    Demo: http://3030.ca/swipe6/

    jance0405

    chal

    better late than never?

  • > Honestly I think the best thing to do is just do everything on the Mac if at all possible. Transferring files to Windows and back without losing special file permissions on the symlinks is difficult - I'm not sure if it's even possible, the two OSs treat symlinks differently.

    >

    How do you upload with the steam SDK from Mac? I can only run the content builder .bat file from windows.

    Sorry for the delay but yeah the same commands the bat file is calling, you can run in terminal bascially the bat file is: establishing connection to steam then prepping the build upload based on the path to the script. I basically made an automator app that does the same thing on macos but even just typing it manually into terminal will work

  • No prob, will setup the build environment and let you know how it goes. I cant see why it wont be golden tho, the initial problem is solved by copying the files into that fresh nwjs download Thanks for the help & for your time, I know you're a busy dude.

    Respect.

  • Ashley

    Thanks so much for the deep dive.

    Good news is if i download nwjs 23 on the mac, replace the Resources folder from the C2 Export, everything is gold, the app runs fine in OSX.

    Bad news is, my steamworks SDK is in windows, so the minute i move the mac app back to windows for building / uploading to steamworks, it breaks the app.

    Can you think of any way to get the app file back into windows safely while preserving the symlinks?

    If not, I suppose I can look into setting up the steamworks sdk to build on the mac and just deal with windows permissions stuff from bringing the windows files over to mac then uploading on the mac.. have never tried that so its mostly just unexplored territory causing apprehension haha

  • FYI OS X apps are a whole folder with lots of files inside that all need the correct permissions, so simply changing the permission on the .app folder won't fix broken permissions if they were lost in the transfer. There's a number of internal symlinks that need to be preserved, for example. Anyways I'll try to look in to this some more today.

    (re: sudo chmod -R 0755 test1.app)

    -R is the flag to recursively set permissions on parent .app folder and all files & folders within it.

    Thanks for looking into this.

  • Ashley

    Thanks for looking at this.

    Unfortunately has nothing to do with permissions, bug persists with correct permissions. Read the rest of the post for more thorough response.

    Please note (for documentation / future support) that copying a file from a mapped windows drive within MacOS does *not* set correct permissions for the MacOS app. The correct way is to run "sudo chmod -R 0755 yourappname.app" or a helpful trick if working in a virtual machine is to zip the app and bring the zip over.. Dont ask me how zipping it works but it works.

    --

    Zipping the file and bringing it into OSX is the only way to correctly get it to run without having to mess with the permissions. Here are 3 tests:

    drwxrwxrwx 3 nateschmold staff 102 3 Jul 19:05 test1.app

    drwxr-xr-x 3 nateschmold staff 102 3 Jul 19:05 test2.app

    drwxrwxrwx 3 nateschmold staff 102 3 Jul 19:05 test3.app

    test1.app = bringing the over directly from Parallels into MacOS

    test2.app = zipping in windows, transferring zip to macOS and unzipping in MacOS

    test3.app = dragging the app from a mapped Windows drive into a folder within MacOS/finder.

    test1.app and test3.app both result in "The application “testX” can’t be opened."

    test2.app runs, but crashes with above error/bug.

    I can confirm that zipping the file and bringing it over does indeed work with a file built with nwjs 0.20 -- app runs totally fine in that case.

    To further confirm, if i set proper permissions on test1.app or test3.app using the terminal command:

    sudo chmod -R 0755 test1.app

    The app will finally stop giving the "The application __ can't be opened" window, and will instead run the app, but then crash with the error in the original post. So it doesn't have anything to do with permissions unfortunately, please try above steps to replicate the bug.

  • https://github.com/nwjs-community/nw-builder/issues/445

    Found this thread which at least has a similar error code:

    Logical CPU: 0

    Error Code: 0x02000148

    Trap Number: 133

    He mentions this commit as a fix. I don't know if its also related to how C2 does stuff, but im really just trying to help.

    https://github.com/nwjs-community/nw-bu ... 3df46406af

  • just to be thorough, in case it helps, here's the pastebin of the full crash report:

    https://pastebin.com/zfkBEpbL

  • Problem Description

    When building with Node-Webkit v0.22 or v0.23, the resulting MacOS app crashes immediately after running. Building with Node-Webkit 0.15->0.21 seem to be ok. (haven't checked linux & windows in every case, im assuming windows is QA'd before release).

    Attach a Capx

    https://www.dropbox.com/s/tn5yf6a62gtr0 ... .capx?dl=0

    Description of Capx

    Basic CapX with only a single text object, or just build a fresh empty project to see the bug.

    Steps to Reproduce Bug

    • Open Capx
    • Export with NodeWebkit 0.23 or 0.22
    • Zip the osx64 folder and bring to macOS
    • Extract zip and run .app file.

    Observed Result

    Crash. Will comment with crash log if it is helpful.

    Expected Result

    App runs.

    Affected Browsers

    n/a

    Operating System and Service Pack

    Mac OS Sierra 10.12.5 (16F73)

    Construct 2 Version ID

    Release 244.

  • The update is in test phase so it shall be released at the end of the month.

    Awesome thanks! Let me know if you need any help with testing, too.

    Will new version also support linux / osx?

  • Hey there! just curious if there's an ETA on the nw 23 support? Thanks so much!

    Hey , thank you so much! We're building Slayaway Camp in unity this time just because we want to hit as many platforms as possible. Thank you for checking it out!!