NW.js / Windows wrapper exports: now includes WindowsIconUpdater.exe in zip to conveniently update Windows executable icons
Really appreciate Scirra making this process more convenient!
I know this might be a lot to ask for but would it be possible to open source this app specifically? I always wanted to write a small app like this myself but didn't want to deal with the whole Windows icon system.
Excited to read about improvements for Construct games and maybe a comparison between WebGL2 and WebGPU in general!
Although I have to say that I'm not sure if exposing an even lower level API to the web is a good idea. I'm hoping that this won't enable bad actors, to do some shady things to user systems or hardware.
"Adjust frame scheduling to allow maximum possible time to run events/logic"
This sounds like a critical change. What exactly can we expect from this improvement or does it affect anything major at all?
My concern is more with beginners creating a new project and adding an unsupported 3rd party plugin to it, wondering why it's broken. I feel like it might be a good idea to have a flag or something similar inside the addon SDK, that indicates that worker mode is supported.
This could for example be used to display a warning message, that selected 3rd party plugins might not support worker mode.
Cool new features! I especially like OptiPNG support.
Is it a good idea to enable Worker mode by default? I'm sure that most 3rd party addons don't support it so will they straight up break or is there a fallback in place?
Thanks for providing ~10 years of support!
Would you mind giving me the details on what type of installer you've been using for NWjs releases? I might continue creating installers myself in the future.
Amazing plugin & thanks for the C2 port!
I found a minor issue in the edittime.js file, which is causing C2 to complain when adding the plugin. In line 13 you've set "rotatable" to TRUE instead of FALSE.
Does the NWjs workaround need to be back-ported into C2 or is it only an issue with C3?
This is a major step forward for the quality of game UI. The days of up-scaled sprites are pretty much over. Async functions and family folders are the icing on the cake.
This is the best update of 2019 for me personally.
Is there a way to detect if the required DirectX dependecy has been installed and runs as expected, using events?
So far I've only used an event on startup to detect if WebGL is supported.
Niceone!
Always like seeing new features that make things more convenient.
Is that multiplayer bug fix C3 only or does it have to be fixed in C2 as well?
Everything looks nice, thanks for bringing it back!
Only suggestion I would give is to include a "dark mode" in the future. Every game portal that isn't already dark by default, has an option to switch between modes and it's also becoming more popular on the web in general.
If this is too complex to add for the time being, a simple "dim" mode (which is basically just a dark overlay), would be cool too. It could appear whenever the game canvas is in focus.
It looks like it's lagging on your end. Maybe something you want to report to crbugs.
Low latency canvas should make things faster, not slower.
It's probably just a very minor improvement. Good to have support for it regardless. Thanks for adding cutting-edge tech into C3!
Member since 30 Sep, 2014
Tips & tricks for desktop game development and distribution with Construct.