JhomasJhomas's Forum Posts

  • My latest small game Star Husky is out now! The games project files are available to download and be used

    however you please.

    Play: newgrounds.com/portal/view/719893

    Files: jhomas.itch.io/star-husky

    If you have a second please give the game a rating on newgrounds, it would mean a lot :D

  • Yea thats weird... Either way, seems you are right and this issue is mainly because im on an older version of NWjs. Im gonna stick with this version for my project, but good to know going forward it should be all good to go.

    Thanks for taking a look

  • Problem Description

    When playing a game via NWjs, the multiplayer plugin reports that it is unavailable on this platform.

    This was likely caused by updated r253: https://www.scirra.com/construct2/releases/r253 as r253 changed/added to

    how the Multiplayer plugin checked for availability.

    The code below from c2mp.js of the Multiplayer plugin will always be undefined in NWjs, which leads the Multiplayer plugin to never be able to connect.

    var RTCDataChannel = window["RTCDataChannel"] || window["DataChannel"] || window["webkitRTCDataChannel"] || window["mozRTCDataChannel"] || window["msRTCDataChannel"];[/code:3ghc4of9]
    
    [b]Attach a Capx[/b]
    [url=https://drive.google.com/open?id=1Jh2jYr4_0f6fWHHAHz7FYmJZVaOJGTeH]https://drive.google.com/open?id=1Jh2jY ... JZVaOJGTeH[/url]
        
    [b]Description of Capx[/b]
    Basic Multiplayer chat sample Capx + Opens dev tools on startup.
    
    [b]Steps to Reproduce Bug[/b]
    [ul]
        [li] Export the Capx to NWjs
        [/li][li] Run the exported game on any platform (win, mac, linux)[/li][/ul]
        
    [b]Observed Result[/b]
    A large "Multiplayer is not available" message is present & no connections are possible
    Additionally, if you paste the code I mentioned above into the dev tools that appear, note that it returns `undefined`
        
    [b]Expected Result[/b]
    Multiplayer should work as expected in releases pre r253
        
    [b]Affected Browsers[/b]
    [ul]
        [li] NWjs: All platforms (win, mac, linux)
        [/li][li] Chrome: (NO)
        [/li][li] FireFox: (NO)
        [/li][li] Internet Explorer: (NO)[/li][/ul]
        
    [b]Operating System and Service Pack[/b]
    Win7 SP1
        
    [b]Construct 2 Version ID[/b]
    r255 64-bit
    
    [b]NWjs Version[/b]
    NWjs 0.19.4
    
    [b]Work Around[/b]
    Having this issue and need to release something with NWjs? Just follow these steps in the meantime <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">
    [ul]
    	[li]Open Construct 2/exporters/html5/plugins/multiplayer/c2mp.js[/li]
    [/ul][code:3ghc4of9]
    // Change this line
    return !!RTCPeerConnection && !!RTCDataChannel && typeof ArrayBuffer !== "undefined" && typeof DataView !== "undefined";
    		
    // To this
    return !!RTCPeerConnection && typeof ArrayBuffer !== "undefined" && typeof DataView !== "undefined";
    
    // Done!
    [/code:3ghc4of9]
  • Wow this post blew up more than I intended it too Sorry I haven't been posting.

    A few points:

    Why did I want to edit built in functionality?

    I wanted to send custom data to the multiplayer signalling server (an edited one, based off of the paid server you can buy in the store). I accomplished this and am happy

    This will always be possible for motivated devs

    You can get the source for the plugins by looking at the sources via chrome while you are previewing a game. With that you can cobble together whatever you need. Even if this is minified, a really motived dev can still do as they wish...

    I agree with Ashley

    Ashley is totally right. In my experience there are TONNES of plugins in the forums with broken links / features & are "dead". Mostly because the person who made is just doing other things & has moved on. Also people like to find someone to blame, and if the 3rd party dev isn't available...

    Im fine with the way things are now. I think the remaining problems are:

    • Having some larger sample/open source plugins for people to learn from.
    • Something to make setting up C3 plugins faster. Currently there is a lot of cutting and pasting names, many files etc. It's for the better, but I think we could make something that would speeds up the process.

    The above is just all my opinion, but I think everything is moving in the right direction, and with some more samples and tutorials itl be great!

  • GameeApp

    Small issue/bug.

    Can be reproduced easily, steps:

    1. Use the topdown shooter sample app in C3

    2. Add the mute & unmute events

    3. Run the game in the gamee emulator

    4. Error will appear as soon as the game loads

    My two options:

    1) Don't include/support the mute/unmute events

    2) Include them and hope the judges are notified & don't score me less because of this?

    Which would you recommend?

  • Sorry about the lateness, I got kinda side tracked!

    I enjoyed the game :) Fun little platformer, I really liked the little people who talked to you, breaks up the action nicely & adds a bit of charm. I also enjoyed bouncing on thier heads, good stuff :D

    A few small issues/features that I found that I think would help the game long term:

    • Ability to turn off the volume of sfx / music independently (I would looooove this)
    • Volume slider or up/down buttons of some sort as opposed to mute/unmute
    • The spinning saws, when placed under a block, clip, ever so slightly through. So if you are sliding down the block, you die before you slip off, as the corner of a saw hits you. The saws could be made to be ~5px smaller which would fix this I think.

    These are all very small things, so no worries if you can't implement them.

    Also, I left a positive review on steam :)

  • I dont know how much I should be saying here, but I did buy the signalling server code.

    The code is minified, so its pretty hard to modify. I have, for my own personal use added in a basic login via sql. It took me less than an hour of formatting and poking around to understand what was going on with the code to be able to start adding my own functionality. (hint: js code formatters are helpfulllll)

    I hope this helps!

  • Just bought your game, going to play it later tonight & il leave a review as well

    Thoughts & Questions:

    • Trailer was good! Really enjoyed it.
    • Why no mac/linux? NWjs allows this export really easily, while it is a small % of steam users on those platforms, they do exist, ie me lol (I do have a secondary windows PC)
    • I really liked the all in-one level concept. Is everything loaded at once? Or are you dynamically turning things on/off as you can see them?
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  • It would be great if steam had a curator group of all games made in construct 2/3! I would love to get recommendations of other games made in Construct

    I don't really know where to put this as its not really a suggestion for the software itself...

    I don't want to make the community myself, as someone who makes games, it might look a little scummy lol. Would be best if it was right from Scirra itself if possible!

  • My first game, Co-op SNEK Online is out on Steam!

    It is a cooperative snake game where you explore levels, eat dots and try not to bump into your friends. You can also play competitively to try to survive & get in front of your friends for points (ala light-cycles).

    Steam: https://store.steampowered.com/app/765590/Coop_SNEK_Online

    Features

    • Online & local multiplayer
    • Co-op and competitive modes
    • Can play solo as well
    • Controller support (partial, Im working on Full controller support now)
    • In lots of languages because why not!

    Some screenshots!

    I hope some people out there enjoy it! Also if you have any questions please let me know!

  • Linux NWjs Webfonts Problem & Solution:

    Problem:

    When using webfonts with NWjs on Linux, the fonts don't apply & everything is times new roman (or your computers default font)

    Why:

    This is because for some reason on Linux when extracting the font files they will be downcased (ie Fun-Font.woff -> fun-font.woff).

    Solution:

    To fix this, simply rename your fonts (and the names in the associated css file) to be all lowercase in the first place!

    Webfont tutorial:

    https://www.scirra.com/tutorials/237/ho ... fonts#h2a6

    Notes:

    I dont really know if this is a Linux or NWjs thing, but the workaround is easy enough...

  • This game + graphic style looks great IMO. I like how adorable the main character is!

    Has anyone here successfully gotten the overlay to appear on OSX?

    I cannot for the life of me get it to work (although it does work on windows quite well).

    If you have id LOOOVE to hear about what version of the plugin, nwjs & steam SDK you are using.

    Note: I am currently using the latest greenworks build, NW.js 0.19.4 & Steam SDK 1.38a

    Nemega I lied unintentionally, It seems there is a fix!

    Found here:

    Search "How To: Workaround Steam Overlay Issues With Letterbox Scaling" and follow the steps

    Nemega you can partially fix this by de-selecting "Window Frame" while exporting. It seems like the sdk (or maybe the underlying steam libs) are counting the frame pixels as part of the total size of the game, leading to the weird effects you're seeing.

    Unfortunately, if you are using letterbox scaling, you will have similar issues in fullscreen.