TheRealDannyyy's Recent Forum Activity

  • OK, understood on the antivirus. I'm sceptical that contacting Norton will achieve anything though if I'm honest, but I might see if I can find a few other Steam games using nw.js and see if the same thing happens (just to have some ammunition).

    There is unfortunately no other "easy trick" for this one. It's the same with certain types of game recording/streaming software not working properly with NWjs.

    If it passes Valve's testing process, there should be nothing to worry about anyway. Maybe creating a discussion topic, stating the issue to your customers could help a bit.

    With the overlay, if you don't add in --in-process-gpu on the latest version then it doesn't work at all, as in no Steam overlay shows. If you add in --in-process-gpu then all we got was a white screen when trying to view the overlay. It's all working fine on 0.33.3

    I have no experience with Greenworks at all, since I'm using Steam4C2. I guess Headbang Games is right and your version simply isn't supported yet.

    (PS we are not using any achievements or Steam features on our first release)

    Unless you are under pressure because of a publisher or something else, I'd personally really recommend doing things step by step and not rushing it out.

  • Firstly, the --in-process-gpu fix for the Steam overlay isn't working with the latest versions of nw.js (I guess a bug introduced in Chromium?). From our testing it seems to have stopped working some time around 0.34, the last version that it still works in is 0.33.3

    What exactly goes wrong? Does it work fine without it, using versions after 0.34?

    Secondly, when launching the game through Steam we get an issue with Norton raising a 'Suspicious Network Activity' warning, which makes it looks as though something bad is happening. In reality the connection is just the SSDP protocol for uPnP (Universal Plug & Play). This is really beyond me, so not sure what to do. Is there anything we can do to stop this? Screenshot below to illustrate, thanks for reading and any advice appreciated.

    Sorry there is nothing I can do for 3rd party antivirus software. The only thing that could be done is reporting it directly to them. I know it sucks but that's just how things work with Construct and NWjs.

    If you don't get any response from them for a while, I could try to report it to the NWjs team. They might have a way of their own, to reach out to them.

  • I can also reproduce this. Only floating windows seem to be affected.

  • What action/plug-in are you using to trigger the vibration in your game> Are you using the browser extension or is there some kind of extension to trigger vibration in a specific game pad?

    Mike at BrashMonkey Chrome has officially added gamepad vibration support a while ago. In Construct 3 you can already find an action inside the gamepad plugin itself. Construct 2 has no official support but there are community made projects to get it working there. (Free ➚ | Paid ➚)

    If you're interested in the coding side of things, check out the tracking issue: Link ➚

  • Here is the issue (please star it so it gets more attention): Issue Link

    Did you test this on Windows 10? Just curious since Windows 10 is known for breaking features like these sometimes.

  • TheRealDannyyy To be clearer, what I found is this:

    ✔️ When a controller (e.g. PS4 or Xbone controller) is plugged in with USB, rumble works!

    ❌ When a controller (e.g. PS4 or Xbone controller) is using BlueTooth, input will work normally, but rumble does NOT work!

    This is true for both Chrome and Construct 3 NWJS.

    I don't know if this is a bug or it's just that rumble is impossible with BlueTooth on Windows.

    Ok that clears things up. Probably a bug and therefor worth reporting.

    I hope you don't mind me tagging you later, if there are more questions from Chromium's side about this.

    (Will provide the link when the issue is up.)

  • TheRealDannyyy

    Strangely, the Ps4 controller and Xbone controller both work identically but the rumble is only felt when I plug a USB cord into one of them.

    Here is what your site calls my white PS4 gamepad:

    I use the controller with bluetooth, tried rumble and it says it did something but I feel nothing. Then I plug in the cable and rumble works. Input works fine either way, it's only rumble that seems to care about being connected with cable.

    My Xbone controller just gets called "Xbox 360 controller (Xinput standard gamepad)" in your app.

    I realized the reason it wasn't working in my game at all (NWJS) was because I was telling it to vibrate gamepad 0 (my PS4 controller) when I was actually using gamepad 1 (xbone controller with USB), but when I changed the code to tell it to vibrate gamepad 1 it works good with USB!

    I don't know it sounds a bit wonky. Just to make sure it isn't user error or something going wrong with the website, could you try it out in Construct 3 itself?

    It should be pretty straight forward with the rumble action inside the gamepad plugin.

  • TheRealDannyyy I tried using your example in chrome and firefox, and my own game, but I can't get rumble to work.

    Make sure you use the latest version of Chrome/NWjs (only those browsers support it).

    I'm not sure if Xbone works but if it's recognized it should. Can you list exactly what gamepads you used and how? I'll try to report it as a bug, directly to them.

  • Danwood I've tested things out on my end and there are some more issues as well.

    Since this is experimental and noone should use it for serious projects anyway, I've posted a request inside the official Github issue and it will hopefully be sorted out soon. If not, I will have to look into multiple workarounds, which may or may not be easy to implement.

  • In the new releasaes, adding --enable-features=nw2 really improves the performance for me, but i get a X button when in fullscreen if i hover the mouse on top of the screen... any way to remove it?

    Good catch! I will look into a temporally workaround as soon as possible (pretty sure there is one in form of a chromium-arg). I'll also request that it should be deactivated by default, as it previously was.

    What is it that activates that option?

    You basically just add that to your chromium-args and use one of the releases that supports it. It's still experimental so I wouldn't recommend using it for more than just testing.

  • No major bugs in the recent releases as far as I know. The newest release is as usual already up for Construct 2 and Construct 3 exports.

    The window tech of NWjs is currently getting a complete refactor. Might fix some issues and add new features but it's all experimental right now. Anyone who'd like to check it out, simply follow the steps mentioned in the blog post.

    I'll try to keep track of any major changes and keep this topic alive. Issues related to NWjs can still be posted in here. I'll take a look and create a bug report or provide a workaround if possible.

    Cheers!

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  • I think that between C3's faster runtime and Chowdren it will finally bridge the gap between HTML5/WebGL and console export which will make it a total-package solution for any 2D game dev needs soon too.

    I really hope great games will come out of it and catch Sony's and Nintendo's attention.

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TheRealDannyyy

Member since 30 Sep, 2014

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