TheRealDannyyy's Recent Forum Activity

  • Hi TheRealDannyyy,

    I'm trying to release my first Construct 3 project, but I'm experiencing some trouble with the mac version.

    To sum it up : the "Run" command does not work on the Mac projector. My pdf embedded file does not open on mac, but it does on windows.

    ...

    Short reminder for everyone else, this issue has been reviewed by Ashley and the NW.js plugin received an update in order to fix/support cases like this.

    Get the new NW.js plugin by using Construct 2 R257 or Construct 3 R96 and all new releases after those.

    This thread is a life saver! I'm publishing my game to steam in 2.5 weeks and there are some things stated here I had no idea about! Like I had no clue you could access the chromium dev tools within my game.

    Thank you so much!

    Thanks for your feedback!

    Hello, as I could read somewhere, the user can access the global variables and can alter them.

    This is disastrous in my game (and in any game I think).

    To solve this, is it enough to hide the developer mode of NWjs ?.

    My game will be published using NWjs.

    If a hacker would gain access to Dev-tools, he could do way more than just edit global variables. While the Chromium-arg prevents direct access like pressing F12, Dev-tools are still available in the NW.js "SDK" build that Ashley ships. If you want to remove Dev-tools entirely, you could manually download and install "Normal" builds from NW.js IO.

    Generally speaking, since our assets (including runtime code) are always open for grabs using NW.js anyway, there is no point in investing a lot of time into security.

    You could try to use 3rd party global variable plugins or encryption/minification but if someone really wants to hack your game, that person will be able to hack it regardless of what types of security you're using (e.g. through hardware exploits).

  • This has been fixed quite a while ago: https://github.com/nwjs/nw.js/issues/6059

    Ashley feel free to close this one.

  • Problem Description

    Construct 2's eventsheet view gets bugged with some types of content inside global text and local text variables.

    I assume one of the chars that can be found inside the initial value parameter is causing this issue to happen.

    Attach a Capx

    Example Project Download

    Description of Capx

    Example shows 3 different types of this issue.

    Steps to Reproduce Bug

    • Open the attached example
    • Go to the eventsheet
    • Notice overlapping text

    Observed Result

    Expected Result

    The global text variables shouldn't have overlapping values.

    Operating System and Service Pack

    Win 7 SP1

    Construct 2 Version ID

    r258

  • Problem Description

    Selecting any of the mentioned themes below and applying them works fine but they fail to load correctly when restarting Construct 2.

    Here are all the affected themes (might be incomplete, I've just tested some real quick):

    • Office 2013 (all colors)
    • Visual Studio (all types)
    • Office XP
    • Carbon

    Steps to Reproduce Bug

    • Open a new project
    • Switch to one of the mentioned themes
    • Notice that layout+eventsheet ribbon looks as expected
    • Restart Construct 2, open a new project again
    • Notice that the layout+eventsheet ribbon is using the default theme instead of the selected one

    Observed Result

    Construct 2 doesn't load the correct theme for the layout+eventsheet ribbon and instead loads the default one.

    Visual Studio 2012 Blue Example (After Restart):

    Expected Result

    Construct 2 should load the correct theme for the layout+eventsheet ribbon after restart.

    Visual Studio 2012 Blue Example (Before Restart):

    Operating System and Service Pack

    Win 7 SP1

    Construct 2 Version ID

    r258 (This happened in previous releases as well.)

  • Oh right - yeah, SwiftShader won't be used there. For simplicity I'm just deploying the same files to both at the moment.

    Alright, thanks for the info.

  • Now the C3 runtime is in alpha we've started shipping Swiftshader with NW.js so we're ready it. (You can't export with the C3 runtime yet but we're ramping up in advance.)

    I know that C3 was going to get this soon but what I meant was that the recent C2 installer version also has the files. The C3 runtime will not be backported as far as I know so I guess there is no reason for Swiftshader to be inside the NW.js C2 installer (since C2 will keep using Canvas2d)?

  • Ashley just a quick question. I've downloaded v0.30.0 from the C2 NW.js download page and it has Swiftshader included.

    Is that intentional, does C2 support it now or did you forget to remove it while creating the installer?

  • I'm concerned, will C2 not get an update for rumble features since it's already stated Scirra is only bug fixing... I know that there has been focus on NW.js but I'm wondering about support for platforms that are more standardized regarding this feature (say for Xbox or Playstation) . Ashley I"m wondering if there is any possibility of this being added to something like the Xbox Live or Gamepad objects in the future? If not, is there any possibility it will find its way into C3 for consoles?

    Even if Ashley for some random reason decides to fully be against adding rumble support to the gamepad plugin, the community will come up with a custom "gamepad +" or similar plugin to get everyone covered. (Armaldio is already providing a paid plugin despite the current "experimental" status, it just costs a buck.)

    In terms of gamepad rumble support on consoles, Playstation is out of the question since it isn't supported at all and Xbox is as far as I know running "Edge" as the backend browser and there is currently no public support for this feature on Edge.

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  • Hi TheRealDannyyy,

    I'm trying to release my first Construct 3 project, but I'm experiencing some trouble with the mac version.

    To sum it up : the "Run" command does not work on the Mac projector. My pdf embedded file does not open on mac, but it does on windows.

    I'm not sure if the reason for it is a non existent path in my command line (ie. Run "document.pdf" and not Run "/relativepath/document.pdf")

    Or is it because I do not have made the gatekeeper certificate of my app yet.

    Could you please help me ? Is it possible to reach you in private ?

    Thanks in advance.

    Mathieu

    If it works on Windows there is probably something going wrong in the Mac version of NWjs. There have been reports similar to this one in the past about wrongly recognized file paths by NW.js on OSX and Linux. Please provide the stuff below and I'll try my best to help you out:

    1. The NW.js Version You're Using

    > Can be found in the exporting dialog

    2. Packaged assets, yes/no?

    > First checkbox in the options tab inside the exporting dialog

    3. Minimal "dummy" project reproducing the issue

    > Please use an empty PDF file and remove any private information

    You can PM me if you want to but I'd prefer to keep things like this open so that others that run into the same issue know how to fix it.

    Cheers!

  • Basically I'm saying:

    - "ignore GPU blacklist" contradicts "use Swiftshader", because if you ignore the GPU blacklist, it will never use Swiftshader

    - there is currently no reason to use Swiftshader because we already have a software rendered fallback to canvas2d. However most people want their games to run faster, even with risk of glitches, so they use the "ignore GPU blacklist" setting, which disables software rendering.

    So there's no reason to do this now. We'll probably do it later though, since it makes sense for the C3 runtime - assuming you don't use "ignore GPU blacklist". Again, if you do, that literally disables Swiftshader, so...

    Alright got it. I guess if people really want the risk of glitches in their games for faster running games, then it doesn't matter that C2 won't use Swiftshader.

    Good to know that the new C3 runtime is going to use it though, thanks for the help!

  • Swiftshader is a software renderer. Software rendering is slow. People don't want their games to be slow. This is the whole reason the "Disable GPU blacklist" option exists: it will prevent the use of software rendering and ensure the game is fast using the GPU (at the risk of glitches due to known graphics driver bugs).

    I'm not sure what you're trying to say here, you would rather have our games to run "fast" with glitches instead of running them with slower but glitchless Swiftshader?

    I mean all it takes is to simply ship the files instead of removing them and it will be enabled automatically only if needed anyway.

    I know that Swiftshader is a software renderer but I haven't seen any solid evidence that it runs that much slower, I guess that's an assumtion based on the fact that hardware renderers are generally considered to be better and even if it would run slower, still a more viable option over running our games with glitches in my opinion.

    Further, SwiftShader is a software renderer for WebGL. If the GPU is blacklisted and the blacklist is enabled, then Construct games already drop back to canvas2d, which will probably be software rendered (and AFAIK that doesn't use SwiftShader).

    The C3 runtime will not use a canvas2d fallback so will need a software WebGL renderer. For that reason, we will probably include SwiftShader. Other than that, the only use case for this is pretty much: you want to use WebGL shader effects on a system with no hardware GPU at all. That's kind of a tiny niche, especially amongst gamers. I'm guessing you weren't aware that disabling the GPU blacklist would also disable Swiftshader, and the fact there is already an existing canvas2d software renderer.

    Thanks for the info but the fact that you've decided to drop canvas2d for swiftshader seems to go against your own arguments against using it.

    So Swiftshader is better than Canvas2d I guess? Why not simply drop canvas2d entirely for Swiftshader on both C2 and C3 exports instead of doing it just for C3?

  • This request is about adding support for Swiftshader in order to improve the general user experience with Construct 2 and 3's desktop game exports. Swiftshader makes it possible to use WebGL even on hardware with incapable GPUs. Users which previously couldn't run our games properly, could run them now with the help of this feature.

    Swiftshader is shipping by default within the Google Chrome browser on Windows and Linux. It will be enabled automatically when it's needed with incapable GPUs, which can be checked with navigating to 'chrome://gpu'.

    ...Swiftshader lets you use CSS 3D and WebGL even on hardware with incapable GPUs.

    h2]Sources: https://github.com/nwjs/nw.js/issues/6498, https://groups.google.com/forum/#!topic ... iOhx7GtPRA

    Construct 3 Desktop already added support for Swiftshader and our games should have support for it as well.

    I personally went out of my way to talk with the NW.js developer first and asked 3 questions regarding Swiftshader.

    It seems to have no downsides at all and the fact that Construct 3 Desktop already supports it, suggests that Scirra ( Ashley ?) knows how to implement it properly.

    Thanks for reading and I'd really appreciate an official response.

    ~TheRealDannyyy

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TheRealDannyyy

Member since 30 Sep, 2014

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