TheRealDannyyy's Recent Forum Activity

  • I found the cause. The "--force-device-scale-factor=1" Chromium arg is messing up something when used in combination with "--in-process-gpu". Remove it and check it out yourself to confirm please.

    Edit: For some reason putting it as the last chromium arg seems to work. I personally still don't recommend the use of it. Same goes for disabling vsync. It will cause screen tearing and possibly more issues, since parts of the Chromium engine heavily depend on vsync.

    (The order of chromium args can also affect how things work. You'd generally want to move more impactful stuff like "--disable-gpu-vsync" for example, to the end of the list.)

  • Could you please upload a minimal project for reproduction (package.nw is good enough). You can use "480" as a testing Steam appid. Although it shouldn't matter for testing.

  • Whoops, turns out I was using NWJS 0.46.0. I made sure I was using the correct prebuilds (Chromium 83), and have a constantly refreshing canvas (every tick I rotate a 0-opacity object that stays in the middle of the screen). I've tried running it after uploading to Steam and running it as a "non-Steam game". Do you have any other ideas I can try to fix this?

    And to be clear, the game does indeed detect that it's being run from Steam, and achievements work. Just the overlay appears to be borked.

    I tried with the exact version, prebuild and your chromium args and it works. Is this happening with the Windows release or OSX; Linux?

  • Danny can you post a full list of the chromium args you're using?

    Your mentioned chromium args are all fine.

    I'm pretty sure you have the wrong prebuilds or you are not constantly refreshing your canvas. Also keep in mind that you need to add your game as a "non-steam game" and launch it there, if you don't have it up on Steam yet.

  • Anybody else having issues with Steam Overlay in NWJS 0.44.0 on Windows? Here's my chromium args, am I missing something or is something I added in addition to in-process and direct-comp breaking it??

    Tested using NWjs 0.44.0, matching prebuilds and the required "--in-process-gpu" chromium arg. Everything works fine on my end.

    Only thing that comes to mind is that your game canvas might not be constantly refreshing. Check out "How To: Workaround Steam Overlay Not Refreshing" for more info on that.

  • If I press F12 in preview to open developer tools, and then close the preview window, Construct crashes. I've trained myself to save the project every few minutes and always close the dev tools window before closing the preview, but still forget about this sometimes and lose my work...

    Is there any fix for this issue? I'm using the latest NW.js SDK version.

    Please report it as a bug on their Github, instead of posting here.

  • In what format should they be reported?

    I believe most bug tickets require the project to be uploaded. I don't feel comfortable doing that as I am releasing this game commercially.

    If you can experience performance regressions at some parts of the game. You should isolate those parts and try to reproduce them in a separate project. If this doesn't work, you could try to run the built-in performance tests and compare performance between Windows and Mac in NWjs. (Search for "performance" on start page.)

    You generally want to debug your project and see what's causing poor performance. The C3 debugger should be good enough for that.

  • Off topic - but I'm using v78 of Chromium as the newest version is completely laggy and unplayable. Not sure why (posted here about it) but I just had to test random versions until I found a couple that worked. The last compatible version with Greenworks (the 0.33 or whatever) was horrible as well. So if it wasn't for your site I wouldn't be able to have Greensworks on mac at all. So thanks!

    Performance regressions like that should be reported to Scirra.

    I have a roundup of several workarounds for issues with Steam here. I update it periodically with possible workarounds and progress on external bug reports.

  • When exporting without "packaging assets" on Mac it seems this package.nw is still created.

    Sounds like a C3 bug to me. You should report it on GitHub.

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  • Everything works great for me on windows - and thank you very much for that! A Lifesaver! - but on my Mac if I change the package.nw to package.zip to unzip, add files, rezip, change back to package.nw then the game doesn't load - it loads the generic NWJS screen. Therefore it ruins the build.

    Did I miss something? Is the process different on Mac for opening the package.nw?

    Any tips on how to start troubleshooting this would be great! And thanks again!

    Sorry I have no experience with Mac at all. It might be caused by the Mac permission and signing process. You could try to not generate a package.nw for Mac releases only.

  • I ask you about the settings you use in OBS.

    Settings may differ based on hardware specifications but this is what I use and tested on my end. You should check out all available settings yourself and judge by yourself. I personally use Action!, since it's pretty much the best recorder out there right now but OBS will work just fine as well. You cannot use "game capture" for NWjs or Browsers in general.

    Output:

    Video:

    Scene (window capture):

  • With OBS, do you get the same definition as this video at 1080p 60fps?

    https://www.youtube.com/watch?v=UsVPnXePPMs

    You have to try it out. If you got a bad PC, obviously it will struggle.

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TheRealDannyyy

Member since 30 Sep, 2014

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