TheRealDannyyy's Forum Posts

  • You don't have to use resource hacker anymore.

    NW.js automatically uses the icon (icon-128.png) from your icon folder inside C2 when starting your game.

    Just do what randomly said and you should be good.

    In your project bar (with all your objects inside) there is a directory called Files. Open it, there will be another directory, called Icons. Modify those.

  • Just released NW.js 0.27.2 which should fix this. Can you confirm?

    Yep everything is alright now, preview works as intended. This bugreport can be closed.

    If this didn't get backported into v0.27.0, I'd recommend removing it from the downloads page.

    Would make things easier for people that don't know about this issue. Thanks for doing all the reporting work!

  • I'll give that a shot, but I came across the same issue w/ Firefox. Will keep you guys posted!

    TheRealDannyyy would you mind running a test as well and letting me know if it disconnects by morning?

    My Internet connection is very unstable and goes down for a second or two sometimes. I'm not sure if that would be useful at all.

    I've also been experimenting with running just 1 tab (the host) w/ no peers. Once chrome crashed, and the second time I made it past the 24 hour mark which was promising, then I closed it manually.

    Chrome crashed? That's really odd, I doubt that Construct 2's multiplayer could be at fault for that.

    Chrome should store the crashlogs somewhere, they might be useful for solving or reporting this issue to Chromium Upstream, if it should come to that at some point.

  • Could this be a regression of THIS old chromium issue, that also somehow applies to tabs that have been out of focus for a while?

    Badmiracle I know this won't help much with other browsers than NW.js but could you try to enable this chromium-arg and run the test again.

    --disable-background-timer-throttling[/code:2y4hefb9]
  • Updated the Roundup with the following changes

    [11.12.2017]:

    • <Added> How To: Workaround Steam Overlay Not Appearing (Constant Refresh)
    • <Added> How To: Workaround Steam Overlay Not Appearing (In-Process)
    • <Added> How To: Open Multiple NW.js Preview Windows
    • <Unresolved> NW.js Window Size Bug (Link)
    • <Unresolved> NW.js Mouse Pointer Problem When Right-Clicking (Link)

    Cheers!

  • Please provide more details:

    • What type of videos?
    • Could you provide a minimal capx reproducing the problem?
    • Are any error messages being displayed in the web-console?

    Keep in mind that 3rd party videoplayers like the YouTube plugin require specific licensed modules and therefor won't load in NWjs.

  • Are you talking about C2, or C3?

    You already know that's not going to happen in C2.

    Not unless, something radical happens with it. A discussion for some other thread, obviously.

    I've already lost all hope for new features for C2. These would be features for C3.

    At some point we'll probably switch to C3 anyway by the looks of it, JS Dev's and Scirra just need to port stuff over and fill the gaps.

  • > Well professional game designers probably won't downscale or essentially "cripple" their games so that they work on every desktop PC, since as I've said later on in another post: "Only difference being that most game engines offer more advanced tools in order to work with high-res assets".

    >

    Given that modern mobile devices have about the same resolution as desktop devices (e.g. physical display size is ~1920x1080 or so), what additional tools for working with different resolution assets do you think are necessary?

    I would still argue that most mobile games aren't really comparable to desktop games. I'd really like to focus on desktop releases only.

    Generally speaking I would like to see more customization and advanced options for our games:

    • Customizable loading screens for each individual layout*, which let's us pick what to load into memory on start of the layout, to work around the before mentioned "layout-freeze" and possible memory limit crashes.
    • Based on my idea, advanced memory management features for textures.
    • GC calls on demand** using an action (e.g. Collect Garbage) inside the NW.js plugin.
    • I'm not sure about this one but I've seen other engines offer specific editing just for ingame menu's and UI. I assume they do this because they use a more optimized, specific type of rendering just for those.

    *This would be optional and can be enabled if necessary to keeps things simple for beginners. **GC can be forced using a JS-flag without affecting any other features,

    see How To: Force GC To Instantly Unload Audio From Memory

  • Does this mean that nwjs 0.27 will be dropped from the list? By backporting I basically meant backported into that specific version.

    (Nevermind you've already asked the question, will subscribe and wait for their response.)

  • It's slightly better, 1-2sec. faster on my end.

  • Any good news regarding this Badmiracle?

  • Thanks for the report, I hope this will be backported to all older versions as well.

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  • > Vasanthi Keep in mind when Ashley says: "Construct 2 does support HD games.", what he means is that you can run true HD games but with severe performance issues or even memory related crashes (mostly on low to medium-end devices).

    >

    I just want to emphasise that if you see these issues, it's because you're exceeding the limits of the hardware. Often people try to make a game that uses 10 GB of memory, find it crashes, then think "Construct sucks". Or they make a game with dozens of layers and tons of overdraw and run it on a weak integrated GPU, far exceeding its memory bandwidth resulting in laggy gameplay, and then think "Construct sucks". The real problem is you far exceeded the limits of the hardware in a way a professional designer never would. I don't think you need to fuel these misconceptions.

    Well professional game designers probably won't downscale or essentially "cripple" their games so that they work on every desktop PC, since as I've said later on in another post: "Only difference being that most game engines offer more advanced tools in order to work with high-res assets".

    What you're basing your whole argument on is the case for beginners and they usually don't know much about memory management at all.

    I think you just want the "unload sprite" action? There's no need to proclaim the downfall of an engine over that, the layout-by-layout memory management works fine for many games.

    I've said multiple times in many posts in here that I want advanced memory management.

    I as a self proclaimed mediocre game designer, don't want to rely on fully automatic loading or management systems and want to have as much control over my game as possible. Again I'm not saying that you're wrong when you state that systems like the layout-by-layout loader work fine for the majority of games but my point is that having more options won't hurt and could even make Construct 3 more attractive for professional game designers.

    Any further questions regarding this can be asked here:

    https://construct3.ideas.aha.io/ideas/C3-I-355.

    I won't say it's the downfall of Construct 3 since that's pretty much assumption based and I have no statistics to prove my point anyway but from what I can see so far is that a number of people don't seem to find enough reasons (cutting edge features if you will), that gets them on the edge of their seat and gives them a reason to switch. If you actually ask some of the C2 Dev's, you will probably find out that they only did or consider doing the switch to C3 because of bugs or limitations inside C2.

  • Surely building a mobile-first engine would benefit every platform?

    I wouldn't count on it. Mobile games are usually much more simple when it comes to game mechanics and assets that are being used.

    I honestly believe a lot of the low level stuff we crave like browser memory management and FPS control will be implemented in the coming years - though I can understand this doesn't help the developers of today.

    Sorry but even basic features like gamepad vibration are still in the "draft" stage for years now.

    As you pretty much said, only Dev's that want to wait years for certain features will surely benefit from them.

    I also think Construct is uniquely placed to become not simply a game engine, but also the world first true web experience engine.

    It might have been the worlds first true and best web experience but in 2017 it certainly isn't anymore.

    Other game engines offer web exporting with almost the same or better performance and more advanced features next to their countless native exporters.

    I'm personally predicting a grim future if C3 doesn't step up anytime soon with new cutting edge features, not just for beginners but also for more experienced users.

  • Sure, it's even arguable that the png compression, and sprite sheeting are detrimental for some users.

    It seems pretty clear that it's designed for a certain type of developer.

    Is that the reason for so much turnover of users?

    Some of it, probably.

    Will that work with C3?

    Dunno, how big is the hipster/ Chromebook market?

    The "desktop version" of Construct 3 could technically do everything that native engines can (e.g. on demand GC).

    Without going too off-topic in here, I have a strong feeling that C3 will end up being a game engine for mobiles.

    It's been a couple of months now and I see next to no focus on more advanced tools or features for desktop games.

    The new runtime will reveal if Ashley has any intentions to implement features which were previously not possible.

    I still remember the "poor runtime"

    excuses that were being used in the past and even in recent times...