TheRealDannyyy's Recent Forum Activity

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  • I'm sure it's fixed in the beta, what confused me is how it broke further from stable 234.2 to stable 234.4

    I'm not on the beta track, no thanks. the stable versions have enough issues...

    Regressions happen, especially with the amount of updates that C3 gets.

  • I retried my same FULLSCREENtest project with Worker OFF and Script to CLASSIC

    and we are back to it not working. before it was only NOT working when script was on MODULE. Now both ways don't work!

    WHY does this keep breaking???? what even changed? ...

    Could be one of those cases where a different bugfix, broke it again.

    I've tried to reproduce this with NWjs v0.51.2 and the latest C3 r237 beta release. Could not reproduce with the latest beta so I assume this has been fixed again. Please try it on your end to confirm.

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  • Issue has been fixed. Thanks for the heads up!

  • The Roundup has just been updated!

    The feature to limit your framerate seems to be deprecated after NWjs v0.33.0+ and might not work as expected (no known workaround). NWjs v0.33.0+ might also require --disable-frame-rate-limit to be added to fully unlock the framerate. Added latest open NWjs issues to the Archive.

    Changes:

    • <Changed> How To: Test Your Game On Higher Framerates Than 60FPS
    • <Other> Updated "External Bugreports" in NW.js - Archive section
  • NW.js makes various modifications and doesn't go through that testing process (or not as thoroughly), resulting in a regular series of of NW.js-specific issues where things actually work fine in the unmodified browser but are broken in NW.js.

    At least with NWjs, bugs by the browser engine tend to get a workarounds fairly quick. Meanwhile at Chromium it's up to chance, whether you get your bug fixed by next week or next year. I think this is one of those cases, where we both think that the grass looks greener on "our" side.

    It's also possible to distribute WebView2 with a fixed browser engine, but you lose the size advantage, and have to go back to shipping your own updates.

    This sounds good but it feels like a bare-bones version of NWjs to me. Sure this might change in the future but that's just my opinion at the moment.

    People don't tend to write forum posts saying "everything worked fine", so you can get a skewed impression from the forum sometimes.

    I agree but it doesn't mean that those posts are invalid. Developers generally prefer that their projects work fine for everyone.

    I know making these comparisons between operating systems is like comparing apples to oranges but it still doesn't mean that we shouldn't be concerned about it ending up the same on desktop WebView (even with the best track record in the world).

    Electron is architecturally the same as NW.js (Chromium browser engine + Node.js), so I wouldn't expect anything to be materially different...

    My point was more being that Electron seems to be less buggy overall and major companies, including Microsoft themselves already use it over NWjs. Obviously there is no way to know if it's better or worse without trying.

  • WebView2 automatically updates, so you don't need to distribute updates just to update the browser engine

    This sounds an awful lot like: "being at the mercy of Microsoft", if any new major issues occur. I know that NWjs and Electron aren't perfect but with those bloated wrappers, developers can at least stay or up/downgrade the version at any time, to workaround any new major issues. WebView2 would pretty much require developers to tell their users to: "update or wait for future potential bugfix updates!".

    I think Android's webview implementation, is already a prime example of webview not being the best option. There are already many topics on this subject, regarding a variety of issues caused by certain combinations of blacklisted hardware + webview. Sure this might not be a major problem on desktop, since most "blacklisted" desktop hardware would be able to brute force things but I felt like this was worth mentioning. (There are also already people out there that don't like updating their system at all. Good luck dealing with that.)

    WebView2 feels more like an opportunity to improve Construct 3 Desktop to me. At least if it ends up supporting file execution. This way developers could preview in NWjs without remote preview. I assume most C3 desktop users only use it because it removes the file permission prompts and makes previewing easier.

    Worth noting that me criticizing WebView2, doesn't mean that I hate the idea of it. As already mentioned, it's too early to tell how this will turn out to be but I appreciate Scirra trying out new things regardless! (Maybe this is also a great time to look into Electron as another option for desktop distribution but that goes a little off-topic.)

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  • It could be caused by worker mode or the API itself. The C3 team will figure it out if you report it properly.

  • It doesn't make sense that worker mode would have anything to do with an NWjs export... but that's the only thing I can think of.

    I don't know where you got this info from but worker mode affects exports. The whole point of worker mode is to run your games off the main thread. This means that worker mode can and probably does do the problems you mentioned. As always, a quick bug report will get it fixed.

    Worker mode info in the browser console (exported project):

  • okay I retried with Worker:Off (I didn't know that had anything to do with export) and script-style classic

    and everything worked fine and as expected.

    so what does this mean?

    That means one of the two settings (or both), cause those browser plugin conditions to fail. Please report it as a bug to Scirra.

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TheRealDannyyy

Member since 30 Sep, 2014

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