3030's Forum Posts

  • rogerwang

    I think the breakdown people are having (myself included) is that we don't know how to run a URL in what sounds like a standalone version of Node-WebKit... It sounds like that's what *you* need out of the process (is to test in NodeWebkit as a standalone URL / HtMl5 game uploaded to a server.. And again testing in Chrome 35.. Is it possible to direct us to or provide instructions on how we would run our game in Node-WebKit as a URL?

    For other C2ers: this is what we need to help rogerwang:

    1) export your game to HTML5 build

    2) upload said game to your server / Dropbox etc

    3) run the game in Nodewebkit as per Rogers instructions (I'll update this post if I can compile from external sources)

    4) does game freeze when running in Nodewebkit?

    5) does it run well in chrome 35 (link for chrome 35 above)?

    If it breaks it Nodewebkit but runs well in chrome 35 report back here with the URL of your game and roger can look into it.

    Thanks guys.. Roger if you can give me explanation on running in Nodewebkit as per above ill do my best to help.

    Cheers

    Nate

  • dang, thats a bummer.. A couple testers have said it can be annoying and i haven't even done the full release / passed keys to all kickstarter backers yet. (small sample size)

  • Well I appreciate that, and Im certainly not trying to argue or be offensive, but it's an issue in that games created with C2 have this problem, even when built as standalone executables. Other commercial games and applications do not have this issue.

    If i had the capabilities to code my game from scratch, this is something I would try to resolve. Because I'm relying on C2 and have no way to resolve (to my knowledge) using the tools within C2, i'm reporting it as a bug.

  • Is there some workaround for this, you think? other than checking every tick for all keys and releasing if theyre not actually down?! (Isnt it already doing that?)

  • i thought perhaps if there was even a 'release all keys' option in the keyboard object i could simply do it via an action like "On Suspend: Release Keys" or something but "On Suspend" doesnt seem to apply to something like a 'right click', so I dont know if this is fixable...

  • Problem Description

    When player is holding down a key on the keyboard and something takes the focus away from the game. Either an errant click outside of the game window, a right click outside of the game window, a steam alert popping up over the game, etc the game 'remembers' the key that was down and persists with pushing it even though window is not in focus. when returning to the game window, the key will continue to be pushed, even if it's not actually being pushed... the only way to 'fix' the issue is to hit that key again, causing it's state to reset.

    Attach a Capx

    http://d.pr/f/bIZl/5MQjp5Xu

    Description of Capx

    Simple 8 direction movement via arrow keys...

    Steps to Reproduce Bug

    • Preview CAPX
    • Use arrow keys to control player.
    • While holding a direction, right click a 'non-game' area... click the 'search' bar of the browser window, alt-tab away from the game, etc.
    • While focus is lost, release the arrow key you were holding.
    • Upon returning to the game, notice the direction key is still 'held' indefinitely.
    • "Fix" the issue by re-touching the arrow key that the game 'thinks' is down. This will reset the state.

    Observed Result

    Above

    Expected Result

    Lose focus to game = key pressed / touch states are forced to 'let go'.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    Construct 178

  • I was having some issues where my Windows build was crashing when i ran it from a published Steam build, but not when i ran it as an exe on my desktop.

    It seems when i published the build it needed to have a "locales" folder in with the other node-webkit stuff (in the root where the app.exe file is). Once i put the 'locales' folder in the same folder, it no longer crashed. It seems the 'locales' folder is created when you run the node-webkit exe the first time so it must need that to run i guess. Just a warning to run your game FIRST before you publish the files to a new Steam build. Or maybe Ashley can just create a 'locales' folder when building the node-webkit stuff out.

    This didnt affect Mac/Linux, only windows.

    hugs

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  • Ashley - i am trying to get help from Roger as you suggested, but he tells me stuff built in construct 2 and exported to a website then run in node-webkit 0.10.1 is running fine... i dont know what to tell him with this. all I know is whatever node-webkit version from 173 is working fine, and whatever version was in use on 174 & 175 is no longer fine.

    He is saying he can run stuff from 0.10.1 without an issue, but yet there are people on here and on github saying the input lag is evident from 174+... only on the mac build. Im trying to troubleshoot in the blind: do you have any info I can give him that might help him figure it out if its a node-webkit issue?

    Sorry & thanks.

  • Ashley, also - what was the version of node-webkit in 173, so I can properly report a bug. I think i found the right place to report on github.

  • Ashley Unfortunately 176 with node-webkit 0.10.1 doesnt fix the issue. Reverting back to the nwk distributed in 173 is still a workaround (can you confirm if i should not be doing this though -- will other errors occur?)

    Also, could you please give me quick guidance on how (where) to report a bug to node-webkit 0.10.1? Thank you so much.

  • Ashley, Sounds good, thanks. Just trying to save headaches of other peeps building mac versions who may not have found this thread. Ill keep you posted (on this thread?) once i test with the next build.

  • Ashley, what is the version of node-webkit being used for the 173 release vs the version used for 174/175?

    Would you revert back to the older version for the stable build if it doesn't get fixed? You would technically not be able to say that OSX is supported any more if the stable build has a broken version of node-webkit that exports useless OSX builds.

    The workaround to copy out the 'old' node-webkit folder works but if its broken beyond use, why even include it to begin with?

  • <3 anytime

  • vagaev

    Was nervous about continuing dev after downgrading the project file itself -- was worried id introduce other bugs inherently by forcing the downgrade.

    Instead I tried just replacing the exporters/html/nodewebkit folder in 175 with the one from 173 and it works without issue now. So im back to using 175 on my 175 project, but the nodewebkit exporter from 173 and it's all good.

    Also confirms the issue lies within the nodewebkit exporter and not construct 2 itself, if that helps any..

  • Was nervous about continuing dev after downgrading the project file itself -- was worried id introduce other bugs inherently by forcing the downgrade.

    Instead I tried just replacing the exporters/html/nodewebkit folder in 175 with the one from 173 and it works without issue now. So im back to using 175 on my 175 project, but the nodewebkit exporter from 173 and it's all good.

    Also confirms the issue lies within the nodewebkit exporter and not construct 2 itself, if that helps any..

    Thanks

    nate