TheRealDannyyy's Forum Posts

  • Nice updates. Just wanted to suggest publishing a blog post to inform all users about this new Addon Exchange database.

    I'm sure there are quite a lot of people that don't frequently check the forums and only check blog posts.

    (Once

    Tom is completely done working on it of course. )

  • Secondly he doesn't want people looking at the plugin source and creating branches or adaptations.

    That's quite a hit for addon dev's. For example, my mouselocking plugin is making use of some of Ashley's official mouse plugin code. It would've been a lot more tedious and difficult to literally rewrite the exact same code instead of straight up copying his and slightly modifying it.

    There's nothing we can do I guess, if that's his decision then we'll have to work with it.

  • <Feature Request> Downloadable Construct 3 official addons

    Chatted to Ash about this, unlikely will be doing this.

    Is there a reason for why Ashley would deny this?

    I understand why "paid" plugins wouldn't be downloadable but why the free ones?

    Addon dev's have always looked into the official plugins for references and all kinds of other useful information they could obtain in order to create enhanced versions of those plugins or generally in order to see how a well-made official addon would look like.

    <Feature Request> Transparency for addon icons and less/better compression

    Transparency is supported but is on a white background when rendered on the site as a by design style choice. RE bad compression, can you send me by email an icon that you uploaded which isn't compressing well?

    After taking another look, I think that this might be a browser issue with downscaling and not compression.

    I assume that's at fault and svg support should make it possible to workaround that anyway so nothing to worry about on your end. (If you would like to check it out yourself regardless, HERE is the image file.)

    Preview Quality Icon:

    Main Page Quality Icon:

    Will post all bugs on the C3 issues github from now on, just found out that it's possible to do so.

  • (But that post was for just one of these reported issues. The one saying one function will be quivalent to another.

    I got two issues in console, were one of'em is completely removed and not supported any longer..? But I guess it doesn't matter then?)

    I'm using the most recent version were the changes have already been applied, no noticeable bugs so far.

    You can always rely on the community to report bugs like this anyway, especially the ones related to the audio plugin since literally everyone is using it.

  • Amazing work, thanks for creating this addon sharing platform!

    This should make things a lot easier for everyone using C2 and C3.

    Bugs & Feature Requests:

    • <Bug> Using special chars in descriptions is causing an error (e.g. "<", ">")
    • <Bug> Official plugin documentations are causing a "Runtime Error"
    • <Bug> Adding a line "hr" doesn't seem to work
    • <Bug> Using "h1, h2, h2" with other types of formatting like "bold" or "italic" doesn't seem to work
    • <Feature Request> Downloadable Construct 3 official addons
    • <Feature Request> Automatically update/refresh existing preview window instead of opening a new one
    • <Feature Request> Transparency for addon icons and less/better compression
  • I don't think this is anything to worry about - it's not a removal of the feature, it's just slightly changing the way it works. AFAICT currently we just set a "value" property when we want to do something like change the volume, but in Chrome that actually does a very short crossfade or some effect like that. I think they're warning that they are going to remove that effect and make it set immediately. Which is pretty much what we wanted in the first place!

    TL;DR: There should be nothing to worry about. (Topic Link)

    I'm also using M64 for quite a while now without any bugs. Both warnings seem to have no noticable negative effects.

  • Thanks for this amazing thread TheRealDannyyy ! Here's a new tip - adding "--in-process-gpu" to the package.json allows your game to be streamed in OBS, using the "game capture" option. However, the recording will freeze if the user changes the window size in runtime, so be warned.

    Without it, if you try to capture your game it will only show a black screen.

    Thanks for the feedback!

    I've actually planned to create another topic dedicated to recording issues with NWjs.

    No release date for it yet but it would basically be a huge list containing information about:

    • The best game recording software for NWjs
    • Possible workarounds for recording software that has issues with NWjs
    • Template that can be shared to inform users (e.g. in Steam Discussions)
    • <Added> How To: Fetch & Make Use Of Command-line Arguments
    • <Other> Cleaned up the topic and simplified stuff (no walls-of-text anymore)

    Cheers!

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  • Plugin Version 1.5 Released

    Cheers!

  • Okay, i´m a bit confused.

    I tried to set the plugin to "unbound" but the mouse (or at least the sprite that is bound to the mouse coordinates) is bound to the layout.

    Please tell me that i´m just to dumb to use it. ^^

    Here is a video.

    https://youtu.be/9Rdb3sAxbT8

    It looks like the unbounded property is bugged. Probably a result of fixing a previous bug.

    Gave it over to Armaldio, he should be able to fix it as soon as he's got the time to.

    EDIT: Update released, please remove all previous versions before installing the updated plugin!

  • Plugin Version 1.4 Released

    Cheers!

  • The main problem is browser popup blockers block all popups by default, unless you click a button or perform some other kind of input event. So basically we can't automatically open a popup window, you have to click the button to give permission to open the popup anyway.

    This shouldn't be an issue using NWjs. Would you mind sharing the JS code (Function call?) in order to popout the window?

    I assume it should be possible to execute that code using the browser plugin on start of the layout or something like that.

  • With NW.js is there a way to check for parameters. For example "nw.exe console-on" where a param can enable a console.

    I asked Armaldio for help regarding this and he managed to figure out the code and gave me THIS example.

    It's fairly simple to use and makes it possible to check for a specific command line argument to enable something like a "devconsole" in your games.

    (Great feature for Steam by the way, which makes it possible to define "launch options" in the properties menu. Feels just like enabling the ingame console for

    Half Life in the old days. )

  • Just thought I'd ask:

    I exported to NW.js on Windows, it runs fine (actually nice performance), but when I close it it leaves ghost processes running (3 nw.exe processes to be exact) which prevent me from reopening the program, unless I restart the entire computer or close'em manually..

    Is anyone else having this problem or found the solution?

    Thanks!

    Your version of NW.js is probably affected by this issue.

    Update to a more recent version to prevent ghostprocessing. (Affected versions: v0.22.0 - v0.26.6)

    If you are on the latest version and use the chromium-arg mentioned in the report, I might have to report this as a bug again.

  • Good to know, always a bit concerned about these types of warnings.

    Thanks for the info and feel free to close this report.