TheRealDannyyy's Forum Posts

    Yep, I'm happy to admit it's been a big learning process! Lots has been going on behind the scenes.

    How is the design of the new updated Scirra website going?

    Also great new logo, looking forward for more sneak peeks like this!

  • newt What I'm trying to do is link to my youtube page (not a specific video) from my app with the browser object, but once the page opens none of the videos will play within the nw.js window.

    Please don't do that, even the greatest AAA games open links by detecting the user's default browser.

    I get that it's more convenient in our case since we run our games in a browser but you'll just get annoyed by limitations like this one. If you're going to release your game on Steam you even have the option to open it inside the overlay browser (which is funny enough also based on Chromium).

    We ran several tests with the popular game recorders and the majority of them failed because they either couldn't record games which run with more than 1 process or other mostly unknown reasons probably caused by NWjs. The following is my opinion but if you're looking for a paid recorder I'd say run with Action!.

    In terms of free game recorders OBS Classic would be my choice, even though game recording doesn't seem to work (window recording works fine though).

  • > I don't like to say this but the ffmpeg.dll that ships with Electron doesn't have this problem.

    >

    I think they might do the same thing as that GitHub account: they just say "hey look, we built it, here's a DLL if you want it - but it's entirely up to you to determine if you're allowed to use it. It's not our responsibility and don't complain to us if somebody sues you."

    So the fact it's available for download does not mean you're allowed to use it. IMO NW.js takes the right approach of distributing something you're definitely allowed to use, rather than something you likely need a license for.

    True that, I'm frankly not a friend of their careless "we ship it but it's not our responsibility" approach if they really do it that way.

    Well I hope I made it clear that I don't encourage people to download it without respecting the law.

    So everybody that stumbles across this topic, please carefully read THIS before doing any further steps.

  • Closing as the .capx relies on a third-party plugin. Please see our bug report guidelines. This could also be a change on the part of YouTube - maybe they don't want you playing videos from NW.js.

    You absolutely should not download and use a different ffmpeg DLL unless you've seen this notice on that website, understand the legal implications, and have paid for the correct codec licenses:

    [quote:25p6akpn]Using MP3 and H.264 codecs requires you to pay attention to the patent royalties and the license of the source code. Consult a lawyer if you do not understand the licensing constraints and using patented media formats in your application. For more information about the license of the source code, check here.

    This also applies regardless of where you obtain ffmpeg.dll from, if it includes certain codecs.

    The version that ships with NW.js does not include any patented codecs, so is free to use. AFAIK YouTube supports open codecs, so it should be possible to get it working, but it's not our responsibility to investigate or fix third-party plugins.

    I don't like to say this but the ffmpeg.dll that ships with Electron doesn't have this problem.

    Well you guys heard what Ashley said, I won't change anything in my previous post but respect the law I guess (even though the files are pretty much open for grabs, which is in my opinion ridiculous and even more a motivation for people to download it without respecting the law.)

    Burvey & db3344 you guys decide but if you want some advice from me, unless you guys plan to do a "videoplayer app" or something like that. Please just download the video (if it's yours or you got the permission from the original creator), convert it into one of the supported formats and play it back using the video plugin. That way it will always work regardless if the user is online or offline and the playback should be more reliable as well.

  • I deliberately did not change this expression in WebGL 2 mode for two reasons:

    - what are you going to do differently if it's supported? Probably nothing - there isn't much different other than slightly improved visual quality in some specific circumstances. So it should not be important to the game logic if WebGL 2 is supported.

    - I assume there are lots of projects out there that do something like "if renderer = "webgl", do some cool effects, otherwise turn them off" (intending this to fall back to canvas2d). If there is a new "webgl2" mode, this will then fail that check, and possibly make the game disable effects when there's no need to. In other words it's a backwards-incompatible change. People hate it when they update C2 and something is broken.

    So there's not much to gain and a lot to lose.

    Yeah sounds pretty bad, alrighty then let's keep it as is I guess.

  • Problem Description

    The system expression "renderer" doesn't return "webgl2" even when it's supported by the browser.

    (This is a minor inconvenience and can be included in the next C2 release.)

    Attach a Capx

    Download the example

    Description of Capx

    Fetches the renderer at the start of the layout and displays it using the text object.

    Steps to Reproduce Bug

    • Run example inside a browser with WebGL2 support (e.g. NW.js v0.20.0)
    • Notice that it returns "webgl" instead of "webgl2"
    • Be concerned about your browser and question if it actually supports webgl2

    Observed Result

    Returns "webgl" instead of the expected "webgl2"

    Expected Result

    It should return "webgl2" if the browser supports it.

    Affected Browsers

    • All browsers with webgl2 support

    Operating System and Service Pack

    Windows 7 everything up to date.

    Construct 2 Version ID

    r242

  • Can confirm, this is a visual glitch since the early days of C2. I honestly never really bothered to report it.

    It does only seem to happen with certain types of themes. (Dialog reset doesn't fix it for me.)

  • TheRealDannyyy Any idea what could be causing youtube videos not to play via NW.JS anymore?

    Thanks for the heads up, waiting for a response now.

    This will either be included in future NW.js installer releases or I will add a simple tutorial to the roundup.

    EDIT: Burvey and all the others with codec problems, please take a look at THIS topic.

    Sorry but I don't think that I will add this to the roundup, I might reconsider it if a lot of people demand it.

  • The builtin ffmpeg only contains royalty free codecs. See http://docs.nwjs.io/en/latest/For%20Dev ... %20Codecs/ for the list of supported codecs in builtin ffmpeg. We couldn't ship ffmpeg with proprietary codecs due to legal issues. So you have to get ffmpeg libraries from community or build yourself if you are eligible to use them in your app.

    This is a known issue, feel free to take a look HERE.

    To make things short, you will have to manually DOWNLOAD the ffmpeg.dll file by the community and replace it with the existing file inside your gamefolder.

    (Download the correct version of the ffmpeg.dll!)

    Depending on Ashley's response to the following question, I will make my decision to either include this in the roundup as a "workaround" or not.

    Ashley I know it's a tricky thing with the legal issues and all that but would you consider replacing the ffmpeg.dll by the community in future NW.js installer releases?

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  • Last I wrote that it was true (quite a while ago now), but if you can rename the .exe and everything still works... I guess they fixed it!

    Sounds good, the more personalized our games get the better.

    I guess before spreading false information all around here, I'll head over to their git and ask them about this.

    Thanks again for the quick response!

  • [quote:2gcxd6eu]on Windows the engine's executable file must have the name nw.exe for addons to work

    source nw.js-wiki

    Needed for modules containing C/C++ addons because they use parts of the engine to sustain their execution. (greenworks/setam4c2/robotjs....)

    quote]

    I've noticed that Ashley mentions in the greenwork plugin post that the game's exe must be named nw.exe for it to work, I also notice you didn't write anything about it, my game and steam overlay seems to work fine for me with a different exe name, but I'm not sure what was the original problem that required this action, can you shade some light on the subject?

    ---

    I see, but it also says at the top that some of these issues only apply to version 0.12 and lower, we're on version 0.19.4 already, so that might not be an issue anymore. My point is that my game runs, steam overlay is accessible, achievements are being registered and pop is shown, so unless I'm missing something, I don't see any problem.

    I think that Lof is onto something here, could it really be that more recent versions don't have this requirement anymore?

    So far I've always been assuming the same because of the given information from the (outdated?) documentation about the use of addons.

    Either MadSpy and/or Ashley, I would like to request a statement about this.

    Is it still required to use "nw.exe" as the application name or are you guys perhaps "outdated" about the latest requirements of NW.js + Addons?

    References:

    New Docs | Old Docs | Native Modules

    The users who want a native export are getting more restless.

    quote]

    I'm much more interested in some of the hinted-at workflow/organization improvements than native export, even if it were a possibility.

    I have a feeling the natives will be throwing spears at me pretty soon for that one.

    TRIGGERED *throws spear*

    In all seriousness though, native tech isn't the best of the best either and people that worked with DX9 can relate.

    I will personally always go with arguments for native over web and continue to criticize the other side for known

    reasons because I got used to the flaws that come with the used tech. I guess it's the same case with Ashley and the web.

    For me currently the most annoying thing is the fact that we have next to no control over un/loading certain things

    but judging by the latest changes, it seems to be possible to workaround those limitations.

    With that said I hope that C3 won't just end up being C2 with a different number in the name

    meme

    and bring the required changes that will make "advanced" game development less of a pain than it currently is.

  • Great.

    ...overlay will flicker when it appears (shift+tab).

    The flicker is because the redrawing interval is set to every 3rd frame (50ms) and on your screen it must be noticeable. Madspy will most-likely set it to every frame so it won't be noticeable anymore.

    For the temporally workaround you could try to reduce the time to 2 seconds, we just used 5 seconds to make sure that even the "potatoest" of PCs will get a redraw call in.

  • So now we know that it just requires a community made plugin in order to get Ashley to add highly requested features.

    Just kidding, thanks a lot Ashley!

    (Closing this one for now, please update to r242+ in order to get the "more official" unloading features!)