TheRealDannyyy's Recent Forum Activity

    I mean you're able to create your own save logic in files with nw.js without localstorage (e.g. "%userfolder%/documents/mygame/save.data") and you're able to set a path in steamworks partner web for cloud save so you don't have to use a plugin to do this.

    Thank you for the quick reply.

  • Thanks for making this clear, this can be a possible way to reproduce other bugs which could be related to this.

    Perhaps this could be added to C2/C3 in future.

    Maybe some sort of external file with all names, which the engine uses to check if you are allowed to use a name or not.

    (Just an idea thou, not a must-have.)

    glerikud , if you want add achievements, you need plugin else for trading cards or cloud a plugin isn't needed

    MadSpy You say that a "cloud" features inside the plugin are not required, in fact how would you for example store savedata like localstorage to the cloud anyway?

    So far I don't know much about the game SDK or how certain features like that work.

    (My guess is that Steam's cloud system works with relative savedata paths that you have to mark out in the SDK.

    However even if it would work like that, what would happen if future NW.js versions would change the localstorage-data path?)

    I think since NW.js + Steam are going to be a "big" thing in the next couple of months with the stable

    release of NW.js, things like this should be in the manual. (I'm sure that Ashley will do that, just a little heads up anyway. )

  • Becareful when you guys put Music into sound. It loads that into memory and that leads to major memory bloat.

    Music is intended to be streamed in and out, not constantly in memory like sounds are.

    Wait a second (sorry to go off-topic with this one), I saw people in the "HOW DO I" section complaining about mobile performance with this method inside their game and never really minded that because I thought it just affects the loading speed when starting the game.

    So you are meaning if we load everything as "sounds" at the start of the game, it requires more resources then?

  • I don't always keep the same view over time - my view of things tends to evolve with the technology, so bear that in mind when quoting my posts from a few years ago. Also BTW it's kind of annoying to see people asserting that they know what I'm going to say, especially when they're wrong

    tl;dr: star this Chrome issue: http://crbug.com/522983

    My thoughts on this are:

    Performance: I'm not convinced it makes sense to do this because the game might not reach 60 FPS. Modern mobile devices are about as powerful as laptops. Having one master switch to drop to 30 FPS on all devices is overkill IMO. I stand by this aspect of my previous post: if you are doing this to improve the user experience, then dropping a device that could easily reach 60 FPS to 30 FPS actually degrades the experience.

    ...

    Now that is what I call a nice informative response, thank you for that Ashley !

    Please provide information like this (even if it seems to be just useless information for you) in every response, especially in feature suggestions.

    Also BTW it's kind of annoying to see people asserting that they know what I'm going to say, especially when they're wrong

    Yeah the most of us (including myself) just want to see valid reasons with information about previous attempts or something like that, so we know were we're at.

    To be honest, after seeing the almost same response to several topics like this one I did assume that you

    simply tried it once then just threw it aside because it didn't work well at that time. (I guess I was wrong. )

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  • jansen rosa In future I recommend posting this in the "How Do I?" section of the forums.

    There you will get even more help and examples on how to make games with C2.

  • It's not even about "wait for mobiles until they get more powerful". Even IF they are very powerful, I do not want 60 fps for many genres of games on mobiles, I much prefer they have a solid 30 fps, using much less CPU/GPU cycles and thus having much better battery life for my game.

    I just want to understand why there's all these excuses for such a key engine feature, is it because it's incredibly difficult to implement? Is it because it's impossible given the reliance on browsers?

    What is the reason such a critical feature is absent?

    I know the memory unload feature that many have asked is not possible because browsers handle all the memory management.

    I know how frustrating it gets when suggestions that are fundamental for every modern game engine are not implemented neither planned to get implemented.

    I'm not an expert in web technology like Ashley is but I think that this feature could be implemented without

    huge issues, (for example) the problem with compensating collusion checks on lower frame rates can be handled with the "slowdown" feature.

  • Could you please provide us a bit more information, maybe something like this:

    • What version of nw.js are you currently using?
    • Do you use any custom "hacks" like running commands over cmd?
    • Did you change the nw.js file in any way outside of C2?
    • Perhaps add a link to the games steam page?

    If this is indeed the truth and nw.js games get flagged by Steam's security systems, then I think that this issue should be investigated ASAP!

  • I'm sorry to tell you this but you've just created another topic that will get denied by Ashley as soon as possible, with some odd reason why a feature like "30fps" is not good for the games quality and so on...

    To be honest you are not the first one, neither the second one that asks for a feature like this.

    The only solution for this problem will be a "wait for mobiles until they get more powerfull" I can assure you of that.

    Maybe Construct 3 will be more open in terms of game-system features like this one, but I doubt that too...

  • Over 3 months now since my first post on this and I'm no closer to a solution now than I was then. I fully realize that Ashley is the proverbial one-legged man in an ass-kicking contest but, since I'm unable to sell what I've created, I'm still waiting for an answer when I could have been clicking on the upgrade button.

    This is web technology, you have to be patient and wait until it gets fixed.

    Problems like this with plugins not working will always happen in future too because there will always be some changes applied,

    that I guess somehow help (?) to be more efficient and better.

  • I guess some people take a look on the progress with Intel XDK's version of the compiler from time to time.

    It would be really appreciated if someone could keep us up to date, if this is gets fixed later on and post it here.

  • I know that this will probably lead to nothing but could you tell me your current C2 theme selected in the preferences?

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TheRealDannyyy

Member since 30 Sep, 2014

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