TheRealDannyyy's Recent Forum Activity

  • Already did that, it's strange. 0.42.4 icon works fine, but nw2 isn't enabled by default, if i add the arg the icon gets glitched again and nw2 enabled.

    0.42.5 is enabled by default as supposed to :S

    Are you sure this isn't caused by a faulty app icon or ResHack?

    You still didn't upload anything for me to test on my end.

  • TheRealDannyyy

    The icon bug doesn't happen with 0.42.4, because NW2 isn't really enabled for me, while in 0.42.5 (nightly build) is.

    That's weird. Try removing the old chromium arg to enable it or download the recently released Scirra build. No clue why or how that could happen.

  • FYI I've just released NW.js 0.42.4 for C2 & C3, which includes the new NW2 as default and the fix for faster startup time. There may be a couple more bugs associated with NW2 to flush out, but hopefully we can make sure everything is working smoothly by 0.43.0.

    Thanks for doing it regardless! The more options, the better.

  • If you added the js flags property (not Chromium Args), execute the collection during loading screens and similar (can take a sec or two depending on memory usage). Keep in mind that you need to unload audio first, in order to forcefully release it from memory. Use the example and the Windows task manager to see if it works.

    I can't reproduce the icon issue anymore. Could you upload a project for reproduction. I will check it out later.

  • I've just discovered that when i unload all sounds, the lag disappears and CPU usage goes back as it should be!

    First thing would be to try this out in other browsers, to see if this is a general problem with the web or NWjs only.

    Do you have any suggestion? I've read there is a trick in this guide related to the issue, is it still relevant in newer NW2?

    If you mean forced garbage collection. That's only going to instantly unload stuff from memory, shouldn't change anything CPU related.

    There could be tons of possible causes for CPU spikes. You'll have to isolate the exact events and try to reproduce them in a smaller project.

    As always, if it's caused by NWjs, I can report it for you but general issues like these are better for Ashley to investigate. NW2 shouldn't make a difference in this regard.

  • But what does that mean for our games?

    It's now using the same window tech that Chrome and Electron are using. Any NWjs specific window bugs should be fixed now.

    There could be more improvements with 3rd party software compatibility. I haven't done any major testing yet.

  • The new window implementation of NWjs (NW2) has been released and is enabled by default now!

    The previously reported window icon bug has also been fixed. Sadly the window size/resolution issue is still there but thanks to Ashley sharing the workaround that C3 is using, I might release an example that works with C2 soon. It's still being worked on by the NWjs developers, so I'll give them some time to fix it internally before doing that.

  • Danwood The link doesn't work, please fix.

    As a side note, are you using NW2 by any chance? I just reported an issue regarding that, which sounds similar to what you're experiencing.

  • Hi, thanks for all the information. Not sure if this is the right place to ask this.

    Is there any way to test with the greenworks plugin without having a game published in steam?

    Suppose I want to see how the plugin works and do some tests but I don't have any games on Steam. Can this be done?. Is there an official DOC for the greenworks plugin?. I see that the plugin has few actions and events.

    This DOC says nothing about the events or actions of the official plugin:https://www.construct.net/en/construct-2/addons/83/greenworks/documentation

    Add the addon to a testing project. Use the conditions to check if Steam is ready. After doing everything that is mentioned in the docs, add the project as a Non-Steam game to your library. Since you don't have your own AppID yet, you'll have to use the official Steamworks Spaceware testing project AppID (480). This also makes it possible to test achievements later on.

    If you want to test with a more recent version of NWjs, you have to use our custom prebuilds. I've done all of this already and it worked fine. There are some issues with the overlay that require some Chromium Args to be added, check the Roundup for all details.

    I'm planning to create an entire tutorial for getting your game on Steam at some point.

  • After updating my game with NW 0.43 (from NW 0.23), i've replaced the icon with Res Hacker as I always do, and released the build on Steam, and users report me the icon they see in the task bar is a pink square... any idea? <.<

    The icon is the same as before, 32x32, 16mln colours

    Please upload the icon and source image so I can test it on my end.

    Also, what steps did you take in ResHack exactly?

  • I have to see that documentation and assess whether to include the plugin it in my game.

    My game is already quite advanced, I don't know if it will be a lot of work to include the complement.

    I don't understand very well what file you have to download for C2. Why did you put the links of the official complement if it is very outdated ?.

    It's a great job, thanks.

    Please follow the installation guide. These are basically compiled node files, which make it possible to use Greenworks with a selected NWjs version.

    No addons are being modified, that's still up to the addon developers. The changes as mentioned inside the installation guide are being done after exporting your game.

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  • The project has now been released!

    Here are: Custom Greenworks Prebuilds. Construct 3 and Construct 2 users are now able to always use the NWjs version they like. It works with the official plugins and the 3rd party Greengrinds plugin.

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TheRealDannyyy

Member since 30 Sep, 2014

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