Toby R's Forum Posts

  • Did someone who currently has to deal with these issues, test out if it's still occurring in the recent versions of C2 (r239) and NWjs (v0.18.1)?

    It works fine with NWjs 0.18.1. I have no flickering any more.

    0.13.x - no flickering

    0.14.x to 0.17.x - gives flickering

    0.18.x - no flickering

    I tested it only for around 10 minutes, but usually it started flickering within a minute, so I'm pretty sure it's fixed.

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  • It doesn't sound like they have any immediate plans to drop support, but I asked Paul to clarify.

    Even if the XDK completely shut down, there's always PhoneGap Build and other build services. It is not and has never been the only build system you can use.

    It's true that XDK is not the only one build system we can use, but it's - if I'm not mistaken - the only one officially supported at the moment? So I believe the concern is if Scirra will start officially support some other build system in case XDK will no longer be an option for us?

    Some time ago (in this post) you said:

    If you're talking about Canvas+, that has been officially unsupported for some time now, because it's incompatible with so many features it basically never works. So if you try to use it you are on your own and should not have any expectation of it working correctly.

    Which means (at least I understand it this way) that Scirra does not guarantee that our app build with unsupported build system will work at all, and will not take care of solving issues related with those platforms.

    I hope Intel will not abandon us . We already have a lot of problems with plugins for mobile development and switching old projects to different system will probably be seriously problematic.

  • Just FYI. I asked NWjs team when can we expect fix for the "--single-process" issue and they replied:

    [quote:1g34i6vc]will see this before 0.18.5. Thanks.

    Current version is 0.18.4 so I guess it's very soon.

  • Hello,

    This could sound like a stupid question, but can someone tell me how to get the main controller's ID (the controller that controls the session. eg: change/select games, etc.).

    If I use the getMasterControllerDeviceId() function, I always get "0" which is the screen's id. I've tested it by, both, using the simulator and by running the game via the AC site and got the same result.

    What am I missing here?

    Thanks,

    gg3l

    As far as I remember it's always the first controller that connects to the screen. I'm not sure if there's a particular function to get this ID. I believe you have to handle this yourself.

  • Alright. I tried with --single-process and the game won't even run.

    [1028/200737:ERROR:process_reader_win.cc(233)] ReadMemory at 0x8ffff89 of 512 bytes failed: Only part of a ReadProcessMemory or WriteProcessMemory request was completed. (0x12B)
    [1028/200737:ERROR:crash_report_exception_handler.cc(98)] WriteEverything failed
    [/code:1ld78qn0]
    
    I tried with [i]--in-process-gpu[/i] as well and it looks like screen recorder sees the game straight away, but there's a long screen freez (like 10s) after I start recording. I tried it several times and sometimes it records correctly and sometimes it records frozen screen, even though it was unfrozen already while recording. So it is clearly related but does not solve the issue entirely.
    
    Note that I am using nVidia GPU so that might be the case as well.
    
    Will keep on testing. Thanks again for your help.
  • I have added that to the nw.js template file so it always exports it by default but yes you can also add it in there manually in the package.json after export as the last arg as they have an order to follow.

    Ah it's unders "Construct 2\exporters\html5\nwjs". I was searching for this template in NWjs directory instead of C2 dir and couldn't find it earlier. I will give it another try. Thank you very much!

  • I can confirm that. My game uses "--in-process-gpu" and I can capture gameplay with every screen capture software I have tried. And I have never heard any issues by youtubers either. Also Steam overlay works just fine as well with that arg for most drivers.

    Do you simply edit "package.json" in exported package.nw to add "--in-process-gpu"?

  • Checked it out on Steam. Looks Awesome!

    Will certainly purchase it this weekend. Need something new to play around with...

    Thank you TD, I hope you're gonna like it!

    BTW: We've recieved several new letsplay videos from YouTubers. I've updated the first post.

  • The probable issue is that Chrome uses multiple instances, so screen recorders don't know which one to record.

    A work around might be to make it just use one.

    Or get the fine screen recorders to change their software.

    Yeah that seems to be the solution so adding --single-process chromium option should do the trick, but I failed to do so. Would be great if Ashley could try it. I'm not that experienced in manual NWjs setup so I probably messed some detail there.

  • According to the the link newt posted above, the solution is to add --single-process chromium option to the NWjs manifest file (package.json). I tried to build C2 project with NWjs manually with adding this option, but in result I could not launch my app at all - nothing happens after trying to run nw.exe.

    I also tried with editing package.nw on exported project - same result. Is there some checksum which rejects the project after editing package.nw or is --single-process for some reason not compatibile with C2?

    BTW: I have no flickering issue on 0.18.1 - that's cool!

  • Thanks newt! I haven't tested that yet but according to what they say it is exactly this issue. So it was fixed in NWjs 0.18.1, which is a good news. The problem now is that 0.18.1 still has this flickering issue. Well life can't be easy. Will play around with it. Thanks again for the link!

  • Have you tried Open Broadcaster Software? It's worked for me in the past.

    You could also create a self recording edition using the User Media object.

    The issue is not that I have problems with recording it, because as I mentioned above, I've managed to record it with Action Mirilis. What concerns me is that we are losing youtubers and what goes after - promotion.

    I don't think that the solution is to tell youtuber to use OBS or any other soft. They have their own soft they use and if they have problems with recording anything, they simply dump it and take another game. Why would they waste their time if there are so many indie games out there.

    But I'm not talking only about our game. The issue is regarding all C2 games exported with NWjs so this may bring really bad light on C2. I mean... imagine that you made an amazing game which you know people are excited about, but now none youtuber can record and promote it. Your game dies very fast without YT promo.

    So I thought maybe someone is aware why this is happening? Is it something related to HTML5 technology or C2 or NWjs? If we knew the cause we could have think of the fix for it.

    Ashley are you aware of this issue?

  • There are some serious issues with recording the gameplay of C2 games exported with NWjs.

    FRAPS can't see C2 games at all. Many other video recording softwares record C2 games as blank screen, so there's the sound recorded only. I found two recorders (d3dgear and Action Mirilis) which work pretty well with C2 games, but even using those you must first launch the game and then lauch the recording software (it took me a while before I figured it out). Otherwise you will record a blank screen.

    That would not be that big deal it if was only about recirding your game's trailer, but I have recieved messages from youtubers who wanted to record a gameplay review of our game and they couldn't record it, so they quit.

    As you know youtubers are the main marketing power for indie games these days and losing them is really painful.

    Anyone knows why there are these problems with recording C2 games? And if there's a solution to fix it?

  • Hey Guys! The game has been finally released . I have updated the first post here with more info [click here to jump there].

  • > Is the simulator working for you?

    >

    Still waiting for a Yes or No.

    I already wrote how I tested my AC apps. I haven't used the simulator, just launched my game via AC site and tested on my own real devices.