TheRealDannyyy's Recent Forum Activity

  • I have the same problem with Syncing Objects, and my objects spawning randomly. when I open new tab at the Peer side and stay to another tab for a while then back soon, all objects will be delayed from syncing. maybe somebody or Photon Mastering ThePhotons can help me.

    any kind of help will be appeciated.

    Known issue and it's all up to chromium at this point:

    https://bugs.chromium.org/p/chromium/is ... ?id=676036

    wizdigitech How about doing a Straw Poll and ask the community that way (like Scirra used to do in the past).

    Not that it will have any impact on Scirra but would still be interesting to see how many people actually like the new system and would roll with it.

  • TheRealDannyyy, thanks for the tips

    1 - Yes this happened with previous releases,

    2 - The sounds are preloaded.

    3 - Not rendering Shadow Lights didn't change anything.

    4 - I used render cells and still got stuttering.

    Strange this happen only with the dedicated GPU, and run smooth on the integrated one. Both 32bits and 64bits versions stutter. Maybe it's related to NW.js or Chromium. You can confirm you experienced no framerate drops ?

    It just slightly stuttered 1-2 sec. after it loaded into the layout but I assume that's the expected behavior. I didn't experience stuttering after that so I guess it might be GPU related. I don't know how to further help you out with this, you should consider reporting this as a bug (following the guidelines + all details included) and let the experts get their hands on it.

  • TheRealDannyyy, thanks for the reply,

    I just released a game in alpha stage on itch.io and found jerkiness problems with the Node Webkit export.

    https://nabu.itch.io/ultimate-barbarian

    Heres my specs :

    - NW.js 0.20.0, the last one

    - I7 3630QM 2.40 GHz

    - GeForce GTX 660m

    - OS is Windows 7 SP1

    ...

    I cannot reproduce it on my end, runs well on my laptop and desktop PC.

    I think your GPU isn't blacklisted either so the problem might be related to your eventing but I doubt it.

    1. Did this happen in previous NW.js releases before 0.20.0 as well?

    2. Are you preloading all your audio files at start or do they load in while progressing?

    3. Can you reproduce this bug while all Shadow lights are off? (invisible/destroyed, aka not rendered)

    4. Do you make use of render cells on layers with a lot of static objects?

  • Hello everyone,

    I got small but anoying stuttering about every second when exporting a project with NodeWebkit. I tested an HTML5 export and it works a lot smoother. I tested some things displayed on the first page related to vsync and single process but didn't help. My project has about 30% CPU usage all the time and I can't explain the stuttering.

    Any help on that would be welcome.

    Could you please provide more information like:

    • Your NW.js version
    • Hardware specs (CPU, GPU, OS)
    • Brief explanation on when it stutters
    • Maybe some details of your game as well

    Single processing is kinda broken again so I recommend waiting for the NW.js team until they sort things out.

    The disable V-Sync feature should only be used for debugging as mentioned in the roundup.

    I'm sworn under secrecy to not reveal any more info I'm afraid, but don't worry all will become clear soon.

    Yeah no problem, we can wait a little longer but it was worth a try I guess.

    Yep, I'm happy to admit it's been a big learning process! Lots has been going on behind the scenes.

    How is the design of the new updated Scirra website going?

    Also great new logo, looking forward for more sneak peeks like this!

  • newt What I'm trying to do is link to my youtube page (not a specific video) from my app with the browser object, but once the page opens none of the videos will play within the nw.js window.

    Please don't do that, even the greatest AAA games open links by detecting the user's default browser.

    I get that it's more convenient in our case since we run our games in a browser but you'll just get annoyed by limitations like this one. If you're going to release your game on Steam you even have the option to open it inside the overlay browser (which is funny enough also based on Chromium).

    We ran several tests with the popular game recorders and the majority of them failed because they either couldn't record games which run with more than 1 process or other mostly unknown reasons probably caused by NWjs. The following is my opinion but if you're looking for a paid recorder I'd say run with Action!.

    In terms of free game recorders OBS Classic would be my choice, even though game recording doesn't seem to work (window recording works fine though).

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  • > I don't like to say this but the ffmpeg.dll that ships with Electron doesn't have this problem.

    >

    I think they might do the same thing as that GitHub account: they just say "hey look, we built it, here's a DLL if you want it - but it's entirely up to you to determine if you're allowed to use it. It's not our responsibility and don't complain to us if somebody sues you."

    So the fact it's available for download does not mean you're allowed to use it. IMO NW.js takes the right approach of distributing something you're definitely allowed to use, rather than something you likely need a license for.

    True that, I'm frankly not a friend of their careless "we ship it but it's not our responsibility" approach if they really do it that way.

    Well I hope I made it clear that I don't encourage people to download it without respecting the law.

    So everybody that stumbles across this topic, please carefully read THIS before doing any further steps.

  • Closing as the .capx relies on a third-party plugin. Please see our bug report guidelines. This could also be a change on the part of YouTube - maybe they don't want you playing videos from NW.js.

    You absolutely should not download and use a different ffmpeg DLL unless you've seen this notice on that website, understand the legal implications, and have paid for the correct codec licenses:

    [quote:25p6akpn]Using MP3 and H.264 codecs requires you to pay attention to the patent royalties and the license of the source code. Consult a lawyer if you do not understand the licensing constraints and using patented media formats in your application. For more information about the license of the source code, check here.

    This also applies regardless of where you obtain ffmpeg.dll from, if it includes certain codecs.

    The version that ships with NW.js does not include any patented codecs, so is free to use. AFAIK YouTube supports open codecs, so it should be possible to get it working, but it's not our responsibility to investigate or fix third-party plugins.

    I don't like to say this but the ffmpeg.dll that ships with Electron doesn't have this problem.

    Well you guys heard what Ashley said, I won't change anything in my previous post but respect the law I guess (even though the files are pretty much open for grabs, which is in my opinion ridiculous and even more a motivation for people to download it without respecting the law.)

    Burvey & db3344 you guys decide but if you want some advice from me, unless you guys plan to do a "videoplayer app" or something like that. Please just download the video (if it's yours or you got the permission from the original creator), convert it into one of the supported formats and play it back using the video plugin. That way it will always work regardless if the user is online or offline and the playback should be more reliable as well.

  • I deliberately did not change this expression in WebGL 2 mode for two reasons:

    - what are you going to do differently if it's supported? Probably nothing - there isn't much different other than slightly improved visual quality in some specific circumstances. So it should not be important to the game logic if WebGL 2 is supported.

    - I assume there are lots of projects out there that do something like "if renderer = "webgl", do some cool effects, otherwise turn them off" (intending this to fall back to canvas2d). If there is a new "webgl2" mode, this will then fail that check, and possibly make the game disable effects when there's no need to. In other words it's a backwards-incompatible change. People hate it when they update C2 and something is broken.

    So there's not much to gain and a lot to lose.

    Yeah sounds pretty bad, alrighty then let's keep it as is I guess.

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TheRealDannyyy

Member since 30 Sep, 2014

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