Quicksand's Forum Posts

  • Could this be related to the problem of "ghost processes" being left behind, hogging resources in the background so when you played the final export it was slower? If so the newest C2 beta says it works around that problem, so try that if you haven't already.

  • About:

    Hi everyone! FREEDOM: Diegesis is an free 2D side-scroller with puzzle, adventure, and horror elements that I've been working on over the past few years.

    http://freedom.quicksandgames.com

    STORY:

    This world was once a predictable place, where heroes stomped minions and rescued damsels. But now everything is changing: The heroes are missing or unwilling, and the villains have huddled away searching for more from life.

    The protagonist, a disgraced prisoner, finds himself in over his head amidst these changes. He's tasked with infiltrating the Eastern Lands and rescuing his kingdom's princess in exchange for freedom. But he's no warrior, and the world's mutation is spreading...

    HOW TO PLAY:

    X to jump (or to let go of a ladder).

    C for actions/interactions.

    R to reset a level if you get stuck.

    W to switch between screen modes (default or twice the size).

    M to toggle muting of all audio, L to toggle half volume mode.

    P to toggle pause.

    F4 to exit the program.

    Progress is auto-saved at title-cards between levels.

    Touching any enemy or hazard will kill you and reset the level.

    Watch out, its easy to get stuck in pits or puzzles. Look before you leap!

    You can try to collect all the coins and treasures, but why bother?

    WARNING: Game contains mild strobe effects and possibly disturbing content.

    Download:

    http://freedom.quicksandgames.com

    More Media:

    Trailer:

    Subscribe to Construct videos now

    Thanks for checking out my game! Let me know if you experience any bugs with this first full release, please.

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  • Isn't Chromium itself dropping support for older versions of Windows soon?

  • No problem.

  • I'm going to be releasing my full game early next week, and I'm wondering whether I should upgrade C2 and NW before doing the final export. I'm currently using the most recent stable release (r221) and NW.JS version 0.130.0-rc1. So for anyone who has upgraded to the most recent versions are there any big benefits or newly-created ongoing issues I should know about? Usually I avoid using the beta releases if I can wait.

    So far I know that the most recent NW is supposed to fix an issue with the title of the game not appearing in the window. There was also that issue with not closing processes properly which I've worked around, but I'm not sure if its been fixed in NW's rc3 now.

  • This should work in the beta releases- it was mentioned in the changelog for r222 here:

    https://www.scirra.com/construct2/releases/r222

  • The browser object uses the "blur" action to suspend it (and the "focus" to re-activate it), its not effected by the layout timescale.

  • As far as I know you could compress the music yourself with an external program and then replace the project's .m4a files with them instead. But it might sound like crap.

  • I will be releasing my full game FREEDOM: Diegesis later this month. Here is the new teaser trailer, check it out <img src="{SMILIES_PATH}/icon_arrow.gif" alt=":arrow:" title="Arrow">

    Subscribe to Construct videos now

    EDIT- It's released: http://freedom.quicksandgames.com

  • I add an event emitter, the user could close with window 'X'

    Oh yeah? Can you explain further?

  • you can test with this plugin nodewebkit extended

    I saw that in the other thread, but I'd prefer to have a solution where the user can close the window with the X like normal.

    Pretty sure it's a file name issue. Renaming the project and deleting, and redoing the sounds fixes mine.

    With that info, perhaps someone could figure out a fix for capx's.

    Something like renaming the folder or something we don't have access to in the editor.

    Does pasting my code into the index.html work for you? If that does work there's probably a way to insert it into the template index.html so it shows up in all exports automatically.

  • Ok I worked on it a little more with the help of a programmer friend and we figured out a better way. Ignore the solution in the first post.

    1. Find your exported project's package.nw file and open it (it can be opened as a zip archive, you can even rename it to a .zip file if you remember to change it back after).

    2. Open up the index.html file inside that archive.

    3. Paste this code right before the last closing </script> tag:

    var win = window['nwgui'].Window.get();

    win.on('close', function () {

    window['nwgui'].App.quit();

    });

    4. Save the new index.html file and the changed package.nw.

    5. Test out your game to see if all processes close fully upon exit.

  • So in the bugs forum many people have been reporting a problem where NW.JS games don't fully close when exiting- they seem to close but processes are left behind, taking up resources. That thread is here:

    So I've been working on a crudely-implemented but seemingly effective solution to this problem. If it works for other people then hopefully someone who actually knows what they're doing can redo my work in a better way. So this isn't really a full fix, but I think its a good start.

    (EDIT- see the next post for an updated solution)

    EDIT- Ok I worked on this issue a little more with the help of a programmer friend and we figured out a better possible solution.

    1. Find your exported project's package.nw file and open it (it can be opened as a zip).

    2. Open up the index.html file inside that archive.

    3. Paste this code right before the last closing </script> tag:

    var win = window['nwgui'].Window.get();

    win.on('close', function () {

    window['nwgui'].App.quit();

    });

    4. Save the new index.html file and the changed package.nw.

    5. Test out your game to see if all processes close fully upon exit.

  • >

    > What exactly did you change to get it back working like was used to before?

    >

    >

    This is the code that was already in preview.js:

    // Pause on blur (unfocus)

    if (this.pauseOnBlur && !this.isMobile)

    {

    jQuery(window).focus(function ()

    {

    self["setSuspended"](false);

    });

    jQuery(window).blur(function ()

    {

    self["setSuspended"](true);

    });

    }

    I simply moved it outside of the part that made it only activate when in preview mode.

    But yeah, I'll try to get it working again with the browser plugin instead.