TheRealDannyyy's Forum Posts

  • In what format should they be reported?

    I believe most bug tickets require the project to be uploaded. I don't feel comfortable doing that as I am releasing this game commercially.

    If you can experience performance regressions at some parts of the game. You should isolate those parts and try to reproduce them in a separate project. If this doesn't work, you could try to run the built-in performance tests and compare performance between Windows and Mac in NWjs. (Search for "performance" on start page.)

    You generally want to debug your project and see what's causing poor performance. The C3 debugger should be good enough for that.

  • Off topic - but I'm using v78 of Chromium as the newest version is completely laggy and unplayable. Not sure why (posted here about it) but I just had to test random versions until I found a couple that worked. The last compatible version with Greenworks (the 0.33 or whatever) was horrible as well. So if it wasn't for your site I wouldn't be able to have Greensworks on mac at all. So thanks!

    Performance regressions like that should be reported to Scirra.

    I have a roundup of several workarounds for issues with Steam here. I update it periodically with possible workarounds and progress on external bug reports.

  • When exporting without "packaging assets" on Mac it seems this package.nw is still created.

    Sounds like a C3 bug to me. You should report it on GitHub.

  • Everything works great for me on windows - and thank you very much for that! A Lifesaver! - but on my Mac if I change the package.nw to package.zip to unzip, add files, rezip, change back to package.nw then the game doesn't load - it loads the generic NWJS screen. Therefore it ruins the build.

    Did I miss something? Is the process different on Mac for opening the package.nw?

    Any tips on how to start troubleshooting this would be great! And thanks again!

    Sorry I have no experience with Mac at all. It might be caused by the Mac permission and signing process. You could try to not generate a package.nw for Mac releases only.

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  • I ask you about the settings you use in OBS.

    Settings may differ based on hardware specifications but this is what I use and tested on my end. You should check out all available settings yourself and judge by yourself. I personally use Action!, since it's pretty much the best recorder out there right now but OBS will work just fine as well. You cannot use "game capture" for NWjs or Browsers in general.

    Output:

    Video:

    Scene (window capture):

  • With OBS, do you get the same definition as this video at 1080p 60fps?

    https://www.youtube.com/watch?v=UsVPnXePPMs

    You have to try it out. If you got a bad PC, obviously it will struggle.

  • Based on the latest Origin Trial, the web seems to be getting a new low-latency, bidirectional, client-server messaging API called QuicTransport. Unlike the WebRTC API that the multiplayer plugin is currently using. This new API seems to be more flexible and reliable in general. Everyone can feel free to read about it and make up their own minds.

    Now to the thing that most Construct multiplayer addon users are probably curious about.

    Is this something that could bring multiplayer games to the next level or is it more for general web apps?

  • Hello, does anyone manage to capture video from NWjs or chrome at fullhd and 60fps without using a capture card ?.

    Yes. Recently using Action! and a while ago also with OBS Window Capture.

  • The thing is, I am facing a resolution issue whenever my game is exported to nwjs version 33.3. Exporting to nwjs v46.0 (the latest version at the time of writing) gives none of that problem. That means downloading Greenworks v33.3r2 from Construct 3's website would not be useful. How then do I download the version of Greenworks that is compatible to my nwjs v46.0? Do I download directly from the prebuild website? Or how? I am a little lost here. And really appreciate some help.

    As I've already explained in previous posts. We have nothing to do with the addons themselves, we just provide the "backbone" that the addons make use of. That means that you can use the official and 3rd party plugins, regardless of the NWjs version requirements (except Steam4C2). Please follow the install instructions to get it to work with any NWjs version you like.

    Here is a graphic that will hopefully make things clear:

  • the link is fine now... must have been down or something.

    I would note maybe in your doc that when ResHack changes the icon you don't see the change until...actually I'm not sure, maybe reboot or you copy the file over? Normal F5 Refresh doesn't work. And it will not show the changed icon when it in fact HAS been changed.

    That's a Windows problem. It always had strict icon caching, still to this day with Win10. As you already found out, copying the file or rebooting usually fixes it.

  • ah okay I understand now. So the best practice is to use ResHack still?

    When I use ResHack it makes a back up of the original exe. But the new exe is a different file size, so I have no idea what its doing.

    Icons can be quite big in size, so it's expected. The original exe backup is normal as mentioned.

    also your link to ResHack in the OP is broken.

    Works fine for me. I don't know what's going wrong on your end.

  • I'm referring to this message in the 'Features' "HOW TO: SET YOUR OWN APPLICATION ICON" section.

    ...

    I assume I am using the most recent version no? Or does this not apply to C3?

    It's being automatically applied to the window icon itself, not the native app icon.

  • Chrome's layout performance has always been poor, especially with larger projects. I've reported it in the past and it still didn't receive any major improvements. (It's been 3 years by the way.)

    I'd recommend not using any of the "fancy" themes or as Ashley recommended in the bug report itself, split events into multiple event sheets. Choppy layout view is most-likely just a side effect of this.

  • I use C3 stable to build NWjs updates. But the main .exe always has the default NW application icon. It never uses my "icon-128.png" in the project file. Where do I make it switch over?

    By default NWjs only applies the icon image when launching your game. Check out "HOW TO: SET YOUR OWN APPLICATION ICON" in order to know how to replace the native app icon.

    Also I know nothing of what version of NWjs, I just hit Export, am I supposed to manually update it or is C3 Stable synced with the latest NWjs?

    Construct 3 should give you an option to select the NWjs version during export.

  • Has this been tested with Steam4C2?

    It doesn't work with Steam4C2 because the developer decided to create his own private fork, making it impossible to compile Steam4C2 prebuilds.