TheRealDannyyy's Forum Posts

  • This is a short one and I might just have missed this feature.

    I'm currently working an a custom controls menu and I would like to display a gamepad button as a string. (e.g. 0 = A | 1 = B ...)

    I know that the keyboard plugin has an expression called "StringFromKeyCode", I would like to do something like that with a gamepad button index.

    If it doesn't exist, I would like to suggest adding an expression called "StringFromButtonIndex" to the gamepad plugin.

  • Jeez, that sounds like your system is running out of memory and swapping solidly for 25 minutes or something. IIRC the packaging step consists solely of creating package.nw, which is basically adding all your project files to a zip. So it shouldn't take significantly longer than doing the same from Windows. I'd imagine it's limited by your hard disk write speed. It also doesn't compress any NW.js files so the NW.js version should have no impact on this at all.

    You could try disabling antivirus/Windows Defender in case that is slowing it down (AV may scan everything written to disk in real-time).

    30 minutes is extreme and sounds like some kind of fault condition (or poor hardware? :-\) but assuming export can finish in <5 minutes, that seems reasonable to me - I never thought anyone would export regularly, you do all your testing from C2's preview mode then you export once for publishing, right?

    My hardware is surely counting as "old", compared to today's standards (DxDiag) but it is more powerful than the hardware inside my laptop. I have to admit though, having Chrome (Video Stream) + Steam + C2 Export running at the same time, might have an impact on the exporting time.

    The only thing that I still don't understand is, why NWjs 0.14.0 is doing the job so much faster than the updated version, it just makes no sense to me.

    I'm using Avira Anitvirus which is almost never complaining about anything I do and I also let C2 function over the firewall, if that helps in any way.

    I'm not exporting that frequently, just sometimes to test out multiplayer features with my friends, that's why an exporting time of 30 minutes is still acceptable but nonetheless could be improved with separated exporting I think.

    I will keep going with NWjs14 and give NWjs17 a shot, when it comes out to see if it brings any change.

    For now, I really hope that you could maybe surprise us with some NWjs enhancements in one of the future C2 updates.

  • If that's the case then I also add my +1 to this.

    Would be nice if this could be implemented on the go, together with my recent NWjs suggestion.

  • Alright guys this is ridculous...

    I thought for the sakes of testing Steam4C2 within the Linux & OSK builds, I should downgrade to NWjs v0.14.0.

    Now to the ridiculous part, my packaging time got reduced to ~2 minutes.

    So either the NWjs team did something terribly wrong in 0.16.0 or it is C2's fault.

    I don't want to pass the blame to someone specific but one of them did something wrong for sure.

  • I've got a question that has been boggling me, addons that get sold in the scirra store are used by the buyers in their games, so let's say someone who bought the addon decides to put his game's capx for sale, he is required then to include the addon, that he bought, with the capx, and this is where the problem lies. I mean I couldn't figure out a solution for this. Any suggestions ? I wanna put an addon for sale in the store but I don't want it to be published by the buyers with their capx.

    If I would have to be the judge, I'd say that you are in the right.

    He technically sells content that was made by someone else, which is clearly not allowed.

    I guess that the support will have to deal with it and remove it, if the seller doesn't change his files by himself.

    Of course he is allowed to sell the capx file, my point is that he has to remove your content and maybe

    put a warning on the page that says "THIS CONTENT REQUIRES X PLUGIN MADE BY X".

  • I even send the Portrait-Dude Codes to download other assets from me and still got a bad star-rating and review.... this simply SUCKS!

    Sometimes you got ignorant "haters" like that, it's frustrating for sure but there is nothing you can do about it either.

    In your case it would be the best to get in touch with them and help them out, a normal customer would surely appreciate that.

    (I assume you did try to solve the issue and did not just gift them something and requested to up the rating for it.)

    It´s just super annoying, that there is nobody you can talk to when there are unfair reviews.

    Are you sure about that?

    Did you contact the support, that's normally the best way to deal with all sorts of Scirra Store issues.

  • Just curious, how long does it take OP to export his game into nwjs?

    It take me less than several minutes to export mine as reference and I have zero issues with the process.

    On my PC and laptop the spritesheeting process takes about the same time: 15-20 minutes.

    However after optimizing it and temporally removing all my Full-HD art it got reduced to: 5-10 minutes.

    The Packaging mostly takes up to 30 minutes on my PC, and a lot less on my laptop.

    Don't get me wrong, exporting time is still acceptable. It just gets annoying when I have to test

    out events with Steam4C2 (I assume it would be the same with Greenworks), which don't work in preview.

    In these threads Ashley talks about in-editor spritesheeting being a goal for C3, and it requiring architectural changes that won't happen in C2. This was all regarding preview times but it affects export as well. ...

    Thanks, I either missed it or forgot about it.

  • >

    > Nobody knows what will happen with C3 and if we will see any major improvements.

    > Judging by the current information we got, it doesn't look well for the exporting side of things.

    > Anyway, I don't want this topic to turn into a discussion about C3 and it's possible features.

    >

    Ashley confirmed in-editor spritesheeting for C3, which should boost preview & export times considerably.

    It's kinda hard not to mention C3 when it comes to new features and even improvements to existing features. C2's all light maintenance and bug fixes now.

    Also I made a very similar thread a long time ago. Ashley's response was just this.

    Where did he confirm that, was it inside a post on the forums? Please send me a link if possible, that sounds great.

  • >Image count has a huge impact on preview and export times

    >Probably won't see any improvement here until C3

    >Don't buy anything from AMD ...

    Yeah, this is the first and last AMD product that I'll ever buy, at least my heating costs are at an all time low (I'm not even joking about this ).

    Nobody knows what will happen with C3 and if we will see any major improvements.

    Judging by the current information we got, it doesn't look well for the exporting side of things.

    Anyway, I don't want this topic to turn into a discussion about C3 and it's possible features.

  • The package.nw files are the same in each export folder and do not take up any extra resource to be compiled (beyond the small time taken to copy/paste the NWjs folders from the NWjsForC2 folder...).

    Have you tried exporting and not selecting image compression and script minify?

    To make the export almost instant (ie like preview) then we would need an option to prevent sprite sheet creation for the export - but then your tests would not produce representative performance results because of their lack of use of sprite sheets.

    I never minify scripts because it tends to break custom plugins. I also use the default for image compression (PNG 32).

    Despite the fact that the spritesheeting takes a while, I can confirm that the packaging is the cause of the problem on my end.

    Even my laptop exports faster than my PC at this point, which seems to be caused by the AMD CPU.

    Anyway, I wouldn't like to consider issues on my end as an excuse for not having this feature.

  • W A S D is totaly unconviened for Azerty users.

    quote]

    Yes we have a problem with foreign keyboards ...

    Indeed but I didn't want to suggest a custom keybinds menu, since that would include a fair amount of work.

    It's an option though and learning to create such a menu will surely help you with any of your future projects.

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  • I know this might not be helpful but why don't you use the "W A S D" keys instead?

    The most of us are already used to those keys for default movement keys in their video games.

  • Quick Introduction:

    Some of you might already know me as the annoying "critical" guy from my previous complaints about some of C2's mechanics.

    The Reason Behind This Post:

    I believe that the majority of C2 developers that export their games to desktop already know

    or currently have to deal with the following problem: Extremely long exporting times.

    Especially users with an AMD CPU seem to suffer from this issue, based on comparisons on my end.

    Reproduction + Cause Of The Problem:

    From my previous tests with exporting a fairly large game with NWjs, I could clearly identify the "packaging" as

    the cause for the long exporting times.

    Possible Solution:

    I'm not an expert and just have some minor background information about the whole exporting process.

    However my guess would be that packaging for each platform, might not be the best method to export NWjs games.

    Based on this conclusion my suggestion would be to "polish" the exporting window and add additional options

    to separately export your project. (Windows [32/64 bit] | Linux [32/64 bit] | OSX [64 bit])

    Some Last Words:

    We all know that you are a busy man Ashley and we surely appreciate that you didn't abandon C2 and still provide us

    with monthly maintenance updates. If there are any problems that are stopping you from adding this suggestion,

    feel free to inform us about them. I hope you understand that quickly exporting with NWjs is an important feature

    for the most of us because plugins such as Greenworks or MadSpy 's Steam4C2, only fully function that way.

  • >

    > > Still I have not posted my game for android, all tests have been made using preview over wifi.

    > > According my know, performance is the same as when you export using XDK.

    > >

    > That doesn't answer my question, I assume you use Cocoon.io or Phonegap?

    > Did you make exported, on device tests at all?

    >

    Well, I think it does that answer your question, if I understood correctly (I'm using translator to understand you).

    Tests have been using preview over wifi, as I said before, then I have not exported to a apk and I have not done a test from an apk file.

    I guess it depends on the device, on my end previewed games tend to be more laggy and have performance drops, as soon as a lot of HD sprites are shown.

    When I talk about performance of the end-product, I aim for good performance on each device and not only high-end devices from the current generation of smart phones & tablets. (Excluding devices which count as "bottlenecked".) Basically every device starting from Android 4.0.X, which on average have a Quadcore 1+ghz chip and at least 500mb of RAM available. If you've released an exported version of your game, feel free to PM me a link.

  • Still I have not posted my game for android, all tests have been made using preview over wifi.

    According my know, performance is the same as when you export using XDK.

    That doesn't answer my question, I assume you use Cocoon.io or Phonegap?

    Did you make exported, on device tests at all?