TheRealDannyyy's Recent Forum Activity

  • > In the multiplayer engine if an object does not receive data for ~3 seconds, it destroys it as presumably having timed out. So I think disappearing objects is caused by the timeout, and the real problem is being unable to read data.

    >

    So couldn't you disable the part that destroys objects when timed out? Or maybe add some sort of option for it? It seems that the timeout-destroy creates more issues than it solves, at least in this instance. The problem of reading data only ever seems to be momentary, anyway.

    I second that. I think a simple action to manually override the destroying timeout would be really useful for specific cases like this one.

    Ashley It would be amazing if you could add this to your todo list for the next C2/C3 beta update.

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  • I'm with Silverforce and a couple of others in here.

    I think Scirra should really focus on the offline browser version of C3.

    Not because it's closer to native or something like that. It's more because I think that it would solve a lot of the current issues with certain limitations caused by browser security (e.g. local file access, creation and many more). Nonetheless I will keep on using both for now and fully switch over to C3, once it's stable and ready to use with bigger projects, even bigger than the ones which were used in order to demonstrate C3's current capabilities.

    I'd really like to support Scirra though but the lack of PayPal payment support makes it a bit difficult for me right now.

  • I've recently switched over to the 64bit version of Firefox and that pretty much "fixed" this issue.

    I have no clue what's wrong with my 32bit version but it doesn't really matter anyway, since this is clearly an issue on my end only.

    Thanks for all the responses in here again.

  • With NW.js 0.23.0 I can't reproduce any problem, it always closes fine here.

    Hmm... might be an issue caused by something on my end. Is there a way to completely "reset" NW.js (e.g. registry values)?

    Please note that this only happens using C2 preview, the exported game runs and closes fine.

  • There is a way to force NW.js to use "hight performance" video card? (like new C3 do in Settings> GPU preferences (for multi GPU system)

    I think Ashley has already implemented this in the lastest stable release (R244).

    I'm not 100% sure if it works though. There is already a feature request for this one, if it for some reason doesn't work. (NW.js Issues)

  • linkman2004 Amazing work!

    I'd like to ask a short question regarding the "alpha" tag, if you don't mind. I'm working on a fairly large game and I'm a bit concerned about it.

    Are there any known game-breaking bugs that I should be concerned about or what is the reason behind the tag?

    (Also +1 on the Magicam for Construct 3 request! )

  • Works fine on a 3G connection, although I didn't really test it before so it might also have worked before.

    Sorry to be "that guy" but would it be possible to also use this TURN server inside the multiplayer plugin?

    I'd guess that this would/could solve a lot of multiplayer issues that our mobile dev's have to deal with fairly often.

  • Sure TheRealDannyyy - I'll take a look at Unity webgl as well. It'll be some time in the next couple of days, though. Work is hectic... I also wondered about why Chrome beat NWjs - I put it down to the NWjs engine dev being in lag behind Chrome.

    I think 30 fps stress testing won't give any good info - most players will have gone home by then, and it might just test aspects of the engines that are irrelevant for normal gaming.

    Yeah the 30fps test would just be for testing purposes in this specific case, obviously nobody wants a game running on lower framerates than 60fps.

    No probs for the delay, take your time and do it whenever you can.

    Thanks for doing all this by the way, it's quite interesting.

  • Colludium could we perhaps change the testing criteria to 30fps?

    (Since there is no way to manually throttle down to 30fps, I would recommend just adding bunnies until 30FPS have been reached.)

    Also just out of curiosity, since Unity also offers WebGL exporting.

    Would you mind providing performance stats for that as well?

    Might be interesting to see how Unity's WebGL export performs, compared to C2's.

  • Could someone explain to me why NW.js performs a bit worse compared to Chrome?

    Aren't both browsers essentially running on the same backend (Chromium)?

  • Problem Description

    It seems like the recent NW.js release leaves ghost processes behind again.

    I could only notice this happening in preview though so I assume that C2 is at fault.

    Attach a Capx

    Download HERE

    Description of Capx

    Random example to make use of NW.js preview.

    Steps to Reproduce Bug

    • Open the example (make sure that NW.js v0.22.0 is installed)
    • Preview in NW.js
    • Notice that it previews just fine
    • Close the preview
    • Start The preview again and notice that it doesn't work
    • You should be able to notice 2 ghost processes

    Observed Result

    NW.js preview seems to have issues when used multiple times.

    It leaves processes behind which seem to hinder all future previewing attempts.

    (Manually closing those processes doesn't fix the issue either, which is very odd.)

    Task manager processes:

    Expected Result

    NW.js previewing should work fine, just like it did in earlier versions of NW.js / C2.

    Affected Browsers

    • NW.js: (YES)
    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Win 7 SP1, everything up to date.

    Construct 2 Version ID

    Release 244 (64bit/Steam)

    1. Nobody here saying "just give your source" seems to understand the legal NDA and copyright issues of doing that. ...

    Yeah but how much can a NDA restrict somebody though?

    People like me just asked OP to provide the sample project that he used, in order to come to those conclusions.

    OP obviously mentioned the NDA but I highly doubt that a NDA can restrict him from doing a separate example project, which comes close to the NDA restricted one.

    There have been countless of posts like these were OP's just continuously complain but never provide something practical. I thought that this is another one of those and therefor tried to find out if it really is or not (maybe not in the most elegant and polite way, I admit that).

    Judging by OP's denial to provide a practical sample (evidence) and further, mostly immature actions, for me the case was/is pretty clear.

    I (and many others) know that NW.js isn't perfect and the fact that developers have to use a 3rd party Steam plugin to ensure stability and future support is just ridiculous IMO.

    I'm not really on par with mobiles but I've seen a couple of people complaining about it.

    I guess the only option for mobiles is to wait for Scirra's own build server, which is currently being tested in the Construct 3 Beta.

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TheRealDannyyy

Member since 30 Sep, 2014

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