TheRealDannyyy's Forum Posts

  • I also get the following error when previewing with NW JS:

    Javascript Error!

    Uncaught ReferenceException:

    in .. /html/ajax_plugin.js : process is not defined.

    Line 55.

    ... help?

    --- UPDATE ---

    As a temporary fix, I reverted to 0.12.0 NW.JS from February. Works fine.

    Ricethin you might want to test out the latest version of NW.js (alpha7), maybe it is fixed now.

  • Besides kids playing the example and spamming the chat with inappropriate stuff (changed the game_name variable later on...), I could not reproduce this bug.

    Everything works fine for me but well Ashley should give it a try too just to make sure.

  • At first please use the beautiful bug report template Ashley made to simplify the process.

    At next please note that the new NW.js versions require Construct 2 r217 or newer!!!

    If you scroll down you will see the information about that. (CLICK HERE)

    If you want to keep using the latest stable release of C2 and NW.js features, simply download NW.js version v0.12.0.

  • This can be closed, you guys did not read that the new NW.js versions require Construct 2 r217 or newer!!!

    Look it up again and please, just read for at least 2 seconds and you will find it! (CLICK HERE)

    If you want to keep using the latest stable release of C2 and NW.js features, simply download NW.js version v0.12.0.

  • TheRealDannyyy: I was wondering why I got a black screen with the new NW.js.

    I thought I was missing something. Then I saw your post. I can confirm this.

    I can confirm that on my end the exporting is fine now on Win 32 & 64 bit but the NW.js plugin is currently just a mess and seems to work only if it wants to.

  • Game loads for me, but it doesn't seem to play sounds correctly. (Encoding bugged, maybe forgot to add .ogg audio files?)

    -Edit-

    Make sure that you don't have adblock enabled when playing the game, it might block the media server of Game Jolt to load your game.

  • Problem Description

    The plugin is almost back to its normal state, most of the errors are fixed.

    Short Reminder: This report was made to keep track of the features that are currently not working with the latest version of NW.js .

    OLD/v2: Some actions and expressions of the NW.js plugin still return a javascript error.
    (Tested: Set width/height, Request Attention, Set Window Title and many more available in the Capx below.)[/code:3ngpgm11]   
    [code:3ngpgm11]OLD/v1: The NW.js Plugin ACEs are not working at all, the exporting to NW.js seems to work but 
    the games (Win32&64 tested) just show a blank black screen and do nothing else.[/code:3ngpgm11]   
    [b][u]Attach a Capx[/u][/b]
    [b]Example Capx File:[/b] [url=https://dl.dropbox.com/s/r0kv0e0cms9ywyx/NWjs%20Bugs.capx?dl=0]Download HERE![/url]
    
    [b][u]Description of Capx[/u][/b]
    Includes some basic actions & expressions using the NW.js Plugin and default Buttons.
    
    [b][u]Steps to Reproduce Bug[/u][/b]
    [ul]
        [li] Download the Capx
        [/li][li] Open the Capx with latest C2 & NW.js installed
        [/li][li] Test using preview or export (I prepared some stuff to test several basic functions.)[/li][/ul]
        
    [b][u]Observed Result[/u][/b]
    The Plugin is obviously broken at some parts and returns error messages.
     
    [b][u]Expected Result[/u][/b]
    I expect it to work like it did before r217. 
        
    [b][u]Affected Browsers[/u][/b]
    [ul]
        [li] NW.js "Native Like" Desktop: (YES)
        [/li][li] Chrome: (NO)
        [/li][li] FireFox: (NO)
        [/li][li] Internet Explorer: (NO)[/li][/ul]
        
    [b][u]Operating System and Service Pack[/u][/b]
    Windows 7 with latest updates and up to date drivers. 
        
    [b][u]Construct 2 Version ID[/u][/b]
    Newest beta release r218 Steam release. (With the latest alpha version of NW.js installed!) [Personal Edition]
    
    [b][u]Additional maybe usefull information:[/u][/b]
    [ul]
        [li] 100% deleted and reinstalled NW.JS (v0.13.0 alpha 7)
        [/li][li] Checked C2 data with the Steam software data check system ([i]0 Errors Found[/i])[/li][/ul]
  • I never dabbled with multiplayer myself but if I were to implement a "multi-level" "multi-player" game, I wouldn't ever change the layout and stick to loading levels dynamically.

    Thanks for the reply, but I really want someone who activly uses the Multiplayer Plugin to give a response.

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    At first, great news that something is happening finally.

    Ashley I have a question about the "new export":

    ...Either that release or the next I'll review Greenworks integration, and hopefully be able to ship it in the C2 editor at last.

    Does that mean that C2 will automatically do the required steps (e.g. 1. Rename package.nw to package.zip | 2. Copy steam_api.dll from Steamworks SDK in to...")

    and all we have to do will be to add the plugin and click on export or do you plan to make a manual entry about exporting with steam integration?

  • I would like to ask one simple question:

    After Host "X" & Client "X" are successfully connected with each other, is it possible to change the layout (e.g. like changing a level)

    without losing the connection between each other or do I have to manually reconnect them on every layout change?

    MadSpy Very nice features you just added, thank you for that.

    While new features are in the focus I would like to suggest something that the plugin should have also implemented.

    The feature is called: "Fetch Users Profile Picture".

    So this is my plan how it should work:

    1. An expression called "Fetch Users Profile Picture" that returns the link of the users profile picture.

    2. Simply use the "Apply image by link" on any sprite and you are good to go.

    I think this feature is quite common on a lot of other engine plugins/compontents/api's etc. , so why not on C2's Steam Plugin?

    Feel free to reply with any issues or feedback about my idea.

  • As a fellow GameJolter I can 100% confirm that the game loads and works fine.

    However after uploading the game to GameJolt the database takes about 10 min. to process it and make it available for you to play.

    (And public if you got everything setup right.)

    EDIT: Please make sure you have no scriptblockers (adblock etc.) enabled while running the game!

    • This topic can be closed -
  • Not a lot of releases by Ashley this month, I guess he is working full-time on C3 now.

    Thanks for doing this Kyatric!

  • Thanks for the link, That tutorial is referring to efficiencies gained in your event sheet structure by calling a function for actions that will be called in different places in the event sheet. It had nothing to do with making the events run faster, and it only removed repetition so and edits only have to be done once.

    There are some good techniques for making event sheets efficient, but I don't think that's one of them! I suggest this: don't waste your time would be the best start.

    Just a bad example I guess, but you get the idea.

    I want to help out with new ideas for C2, instead of native exporting which is a thing for quite a while now.

  • , I must confess that I don't see how your example shows a more efficient alternative. I don't know how those events would be rewritten in JavaScript, but the inclusion of a function that way would surely result in a few more lines of exported code where the function is declared and referenced. More lines of code equals more for the CPU to do....

    This is the recommended way of eventing by a professional C2 user, however that was just an example. (Link to the post is HERE)

    To be honest Colludium, I don't think that Ashley will have the time to look through thousands of games and optimize them the way they should be.

    This debugger system would do the work for him, that was my main idea behind that.