TheRealDannyyy's Forum Posts

  • The issue seems to have fixed itself in NW.js (0.32.0+). If someone experiences this in more recent versions after that, please leave a comment in the Github Issue and I will reopen it.

    ~ Bug report can be closed.

  • For those of you who're exporting for Steam, what's the reason why you're not using C3 to export but still sticking with C2? (assuming you have both licenses)

    Is it because of the addons or because C3 NW.js ultimately still has more issues than C2?

    Which one is easier to work with theoretically (Includes implementing Steam Achievements)?

    Construct 3 all the way! Here are some things you get in C3's NW.js export that you don't get in C2:

    • Fully automatic selection and installation of NW.js builds
    • Option to select exporting platform(s)
    • Option to set up chromium args and other common features during export
    • Workaround for permissions issue on MacOS and Linux
    • Swiftshader software rendering support for systems that don't support WebGL at all

    These are just the things that I know off the top of my head, there is probably much more to Construct 3's NW.js implementation that I didn't discover yet.

    It's not really possible to give you a definitive answer for why people don't/can't switch to C3, the most common reason for not switching are not supported 3rd party plugins. No difference for Steam specific features, works the same for both C2 and C3.

  • I had no idea they shipped it yet. It's not on the release schedule. I was planning on adding official support once it shipped. Are you sure it works with all flags reset to default?

    Feel free to test it out yourself using the Rumble Testing Project I posted above in Chrome Stable M68 or NW.js Stable v0.32.0. and it should work out of the box. Fill in the required information and click on "rumble" (e.g. 0 | 1 | 1 | 1000)

    The Dev behind it added a separate flag just for vibration which is enabled by default. No clue why they didn't add it to the schedule, probably not an important enough feature for them.

  • Gamepad Rumble is now live!

    Both Chrome Stable M68 and NW.js Stable v0.32.0 fully support gamepad rumble without any additional flags by default. Other browsers will hopefully catch up soon but for the time being, this is more than enough for serious desktop games made with C2/C3.

    There are currently no signals from Scirra towards adding official support for this feature but armaldio has made a paid addon which you can test and buy below:

    Cheers!

  • Hello, I would like to make a new way to protect resources.

    This way would be to put a password to the package.nw file.

    This file is a zip file.

    I would put a password to this zip file using winrar.

    With winrar you can create compressed files with a password.

    Then I tell NWjs that he should use this password to unzip the file.

    This is possible? Can be done?.

    There is honestly no point in doing this and I'd generally recommend working and finishing up your game instead of using time on this. HERE is an issue regarding this from the past about package.nw/zip password protection.

    There might be complicated workarounds with NPM modules but I'm not familiar with both NPM and JS to provide something useful, putting aside the fact that your game could run slower or take forever to start up with something like this implemented.

    One thing you could do is "hide" it inside the exe file (How To: Secure/Hide Your Game Assets), which at least would make it more difficult for people that don't know how to reverse the process to access it.

    Again speaking from personal experience, don't waste your time on this and finish your game instead. If someone really wants to crack your game, that individual will manage to do it even if you use super expensive security systems like Denuvo.

  • This should be alright now, thanks again for increasing the char limit Tom! No new workarounds or features, just some new external bugreports which can be found in the "NW.js Archive".

    Cheers!

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  • > > I use ogv files in my project and it also happens.

    > Ok that's nothing then. Weird thing is that I couldn't reproduce or at least notice this when using shorter WebM files. Perhaps the issue only occurs at a certain file size or video length.

    >

    > I'll keep looking for more convenient workarounds while the issue is still active.

    >

    > Headbang Games Could you do me a favor again and try to reproduce this issue with an exported project using Construct 2 r256 or earlier? I have the Steam version (no downgrade possible) and can't export with NWjs in the free non-Steam version.

    I don't think it's file size related, I have a 6 seconds 7mb video file that causes the same issue.

    I also don't think it's a C2 issue, since on previous versions of NWjs it works fine.

    I tried r256 and r253 (both before video autoplay fixes), still happens on both of them.

    Thanks, just want to make 100% sure this isn't somehow caused by C2.

  • I use ogv files in my project and it also happens.

    Ok that's nothing then. Weird thing is that I couldn't reproduce or at least notice this when using shorter WebM files. Perhaps the issue only occurs at a certain file size or video length.

    I'll keep looking for more convenient workarounds while the issue is still active.

    Headbang Games Could you do me a favor again and try to reproduce this issue with an exported project using Construct 2 r256 or earlier? I have the Steam version (no downgrade possible) and can't export with NWjs in the free non-Steam version.

  • This might be nothing but what format are you using in your webm file? WebM VB8 or WebM VB9 and could you try encoding and using the other type please.

    There are several online converters but I'm sure you'll figure it out.

  • > > I'm not sure if it helps, but I made a test with Pode HTML Div plugin.

    > >

    > > I added a video tag with the same video file, made it preload and let it play and it doesn't hang, memory and cpu usage are normal.

    > >

    > > It's a hack-y work around, but it's better than having your game crash, at least until this issue is resolved.

    > >

    > > here's the example:

    > > badpadgame.com/videodiv.capx

    > >

    > > This is the DIV plugin:

    > > construct.net/forum/extending-construct-2/addons-29/plugins-pode-html-pack-46896

    >

    > I guess it's good to know that there is a workaround for people that have to use newer, affected versions of NW.js but I'd still recommend using older versions instead of doing this.

    I'm a little hesitant about rolling back NW.js, can't it cause issues with storage files structure changes or other incompatibilities?

    Yes, that's not really an option for you so the workaround is currently the only choice you can make besides waiting for an official fix.

  • Tom If you haven't seen this already, I'd really appreciate if you could look into this soon.

    If this isn't some sort of new-forum bug, I guess that it's just one variable that needs to be cranked up to 1 million or something like that.

    Cheers!

  • I'm not sure if it helps, but I made a test with Pode HTML Div plugin.

    I added a video tag with the same video file, made it preload and let it play and it doesn't hang, memory and cpu usage are normal.

    It's a hack-y work around, but it's better than having your game crash, at least until this issue is resolved.

    here's the example:

    http://badpadgame.com/videodiv.capx

    This is the DIV plugin:

    https://www.construct.net/il/forum/extending-construct-2/addons-29/plugins-pode-html-pack-46896

    I guess it's good to know that there is a workaround for people that have to use newer, affected versions of NW.js but I'd still recommend using older versions instead of doing this.

  • Tom It seems like there is a new char limit restricting me from completing my post. I would like to request the removal of this newly introduced feature so that I can fully update this topic. (Github Issue)

  • Thanks man, I'm following the issue on git.

    I don't think that manually triggering a video with a button is relevant, even if it works. nobody wants to click a button to see a cut-scene ;)

    Was just for testing if autoplay is at fault (too lazy to test it myself :b). Anyway let's see how this one goes. Will post updates in here if it gets a fix or any thing else happens.

  • Since I don't want to mess with the main post yet and wait for the forum update, here are the latest known NWjs issues:

    Custom cursor CSS not preserved in window (Github Link)

    NW.js v0.30+ WebM Playback Causes Apphang/Appcrash (Github Link)