Reflextions's Forum Posts

    So does no one else have the issue with steam overlay immediately popping up with nw 11.5? Also trying to open the achievements or any steam page crashes the game. Really, nothing works besides activating achievements.

    Ok, I used an empty project and simply put the greenworks plugin into it, and then exported for node, put in the steam app id, and correct api.dll into package.nw and renamed the exe to nw.exe, then triple checked it. Unless I'm missing something their I can't identify which steps I missed, so I'm going to try to use an older nw installation with the earlier plugin now.

    Edit: does anyone have a nw 0.10 download? I can't find it.

    NW11.5 can be download here (for the moment) https://www.scirra.com/nwjs (last download link)

    NW11.5 = greenworks 0.4 = sdk 130

    OK that's what I'm using. I'll try a re-export and everything to see if I can fix the black screen. What is the SDK 130 of? Also, do you think it would be possible to provide your NW 12 plugin? Thanks!

    - Mmmm! The only other thing I can think of is to check that you're including the correct steam_api.dll files and steam_appid.txt file in the package.nw? If you think that these are the correct ones, try exporting a simple project to nw.js with the greenworks plugin included and those files listed above. If the test runs in nw.js then you know you have the right dll and appid files for the plugin (and a problem somewhere else in your game), and if it crashes then you know those files are somehow incompatible.

    I think some people earlier in the thread were also having black screen crashes. I'll check all this though too. It looks like I'm currently using NW 11.5, so I might need to update it, but before I do I want to make sure I have backups, is there an archive of C2 NW installations?

    - after export, you need to rename the yourgame.exe node file to nw.exe for it to be able to run.

    Did that as well, had the whole thing exported through steam pipeline so I'll set that build as active again but I think I did everything correctly, as I've had it working before.

    Edit: I did miss a step actually, but now it just crashes to black screen.

    , once you've added the Greenworks plugin then you become unable to preview using nw.js because of the errors you've identified. You can still test using Chrome, or via nw.js export.

    I exported it to nw.js as well to try it, but the project then just came up empty besides the ASCII Node Webkit showing up.

    Currently, for desktop (with steam support) we have:

    * C2 R216 (and previous) with :

    - NW10.5 with official experimental greenworks plugin v0.3 (small project old version of NW)

    - NW11.x with official experimental greenworks plugin v0.4 (with jank and vsync issue)

    - NW12.0 (better than 10.5 and 11.x but memory issue for big project after few hours of game) no official plugin for steam support (but I own an unofficial plugin functionnal)

    * C2 R219beta with NW13-alpha but the 1st beta was release since 2 or 3 days and a plugin will be release or create after the final release of nw13 (or as soon as the V8 engine will be stable)

    Cool thanks for the info. I'd be willing to pay a bit, for that version, but I don't have a whole lot. I would also need to verify it works first, send me a pm if you want to set that up.

    I used to be able to get it to slightly work, but I can't even put the plugin into my projects without getting the following errors:

    for NW13 or NW12?

    Which one is C2 / the plugin operating on? I thought NW13 wasn't out yet.

    So what are our options at the moment? I need to release next month. Willing to pay to have someone develop a working solution for steam overlay, achievements, username references, but I'm not sure how feasible that is.

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  • I've been using rex_board with gridmovement and it's been very useful and going well but when I added a second layout it broke the project. The tiles are now created on the wrong layout and will not create on the original one unless I delete it? Is it not possible to use this plugin on multiple layouts? I don't understand why it's global when it clearly is specific to one layout yet offers no way to designate which one.

  • I'd be willing to contribute to the compensation for this as well, give it is released to the community afterwards.

  • Most of the mouse conditionals don't work with this because the game doesn't recognize the mouses coordinates if you go outside the window. Mouselock plugin is kind of weird because when you lock the mouse it disappears and that's not an elegant solution.

    What I ended up doing was testing if an invisible object following the mouse was within 10 pixels of the border and killing the player then. Thanks for the help!

  • Bump

  • When exporting with NW.js and not running the game in full-screen, I have a glitch where when the cursor goes out of the window it changes it to the default mouse and it's not changed back upon re-entering the screen. The game is also based on the mouse location so this makes it possible to cheat. Is there anyway to lock the cursor within the window, or emulate such a feature?

    Ashley Regarding the overlay glitched I mentioned before,

    https://github.com/greenheartgames/greenworks/issues/31

    The OP seems to have found a solution, "Hi, I recompiled greenworks with nw-gyp configure --target=0.12.3 and sdk134 the issue seems to have evaporate!"

    Is this something we do on our end, or would that need to be done with the plugin? I can PM you a steam code to see the issue for yourself.