Arima's Recent Forum Activity

  • C2 uses node webkit for exe, and another game using node webkit was greenlit for steam, so yes, getting a C2 game on steam is possible.

    As for the 1 gb size, to be honest, I'm not sure If C2 is currently suitable for such a thing. I have no idea what node webkit would try to do memory wise, but I think what might happen is node webkit would try to load everything into ram at the start at once, resulting in long load/preview times at the start and probably using more memory than a lot of computers have (1gb of assets is way larger when decompressed), even if layout by layout loading keeps the VRAM usage low by only using some of those assets at a time. Then again, it might handle it no problem. I really have no idea. The only way to find out is to try it yourself, as I'm not sure anyone has tried such a thing yet.

    If it doesnt work well, you could use the node webkit plugin to load graphics from disk when you need them, but this is a cumbersome process if you're talking about loading animations, as it is not automated at all and you have to code it all yourself. It works fine for background images though.

    The only other idea I have is to break it up into multiple 'pages' - when going from one section of the game to another, using the browser plugin to browse to another page. That could also be cumbersome to do, though, and could also be pointless if node webkit can actually handle it automatically.

    If you wanted to test it, you could make a tiny slice of the game without the game logic - by that, I mean import an approximate amount of graphics into the free version (not the same image over and over, C2 has deduplication methods so it wouldn't be an accurate test), but not all into one layout - 1 gb of compressed graphics will be way more than 1 gb when it gets decompressed into VRAM, and would be more than most, if not almost all graphics cards could handle at once. So, have multiple 'objects' layouts. Then run it in chrome and watch the memory use to see what happens.

    Actually, come to think of it, you might also want to ask on the node webkit message board. They might know what would happen.

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  • I don't think there's any way for C2 to do that as it is, but you might be able to write a plugin for it. Node webkit supports a lot of features that C2 doesn't support. Check the list of features on its web page to see if it's even possible.

  • Could it be user definable with actions like it was in CC? In a few places I'm doing tricky stuff in one event in various parts of an event branch, and having to arrange things into a group just for profiling might not be practical as it would also profile the later parts of that branch as well as the need to rearrange code a bit to create a group just for it. Also, setting it to use groups wouldn't stop someone from profiling one event, anyway (one event can potentially be pretty intensive by itself). Perhaps it can just mention the limitations of the profiler, similarly to mentioning the limitations of how every 0.001 seconds won't actually run faster than the framerate?

  • Great, thanks, I'm glad I asked first, and that Roger is going to implement what you asked for in 0.7.

  • Nice, thanks Ashley!

  • I know this has been brought up before, but now that we have file operations in the node webkit plugin, it's more relevant now. For those of us wanting to make a game that uses node WebKit's file io, it's very inconvenient to have to export every time we want to preview. I thought I had an idea how to work around the problem, by exporting a node webkit 'game' that was set to do one thing, go to the preview URL on the start of layout.

    At first, I thought that worked great - previewing that way in node webkit works just like chrome, when pressing preview in c2 updates the node webkit window. But then I realized that the node webkit code wasn't working - it wasn't reading or writing files to disk. I looked at the preview source and it seems like the node webkit plugin is a disabled in preview.

    Is there anything that could be done about this? Perhaps something simple like adding node webkit to the list of browsers to preview with? Or a way to make the method I described above work? It would make things much, much easier to be able to preview with one click rather than have to export every time we want to test our code.

  • Argh - I spoke too soon guys. Sorry, but what I suggested doesn't work, because at a glance of the preview source, the node webkit plugin seems to be disabled at preview (the var isNodeWebkit is set to false and such) - so while you can preview in node webkit, you can't use any of its specific features. Gonna ask Ashley if this can be fixed.

    Sorry, I should have tested it more thoroughly.

  • R134 works fine, but I upgraded to r136 and node webkit isn't working because bitdefender (antivirus plus 2013) clamps down on the exe after export and removes it, thinking it's a virus (Gen:Variant:Adware:SMSHoax.109).

    I'm not sure where the problem lies, and therefore who I should report this to, but I tried downloading node webkit directly and bitdefender has no problem with it, so it seems like it's either bitdefender or C2.

    Before I report it to bitdefender, I'd like to understand the problem better - what could be different with C2's export of node webkit to make it think that it's a virus, when node webkit seems fine by itself?

  • ludei - that's not a solution for those of us who need webgl for the memory management it provides, though. If the graphical problem happens with my game and webgl is disabled as a result, it will use too much memory and crash.

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  • You can draw the path of the pathfinding behavior by placing sprites at each node and aiming them to the next node.

  • C2, hands down. I put years of work into loot pursuit in CC and still restarted in C2, and it wasn't just to be able to deploy to more platforms. CC is basically a minefield - some people seem to have no problems, and others encounter tons of them. With loot pursuit, on one event sheet CC would freeze for 7 seconds every time I edited something. If I pressed undo It would lock up for 30 minutes. Copy often didn't work. Placing events was inaccurate (misplaced that event? Wait another 7 seconds to try again). There's still a memory leak hiding somewhere. I still got crashes at runtime. It's just plain not worth the risk.

    C2 has a much better workflow, is getting updated frequently, is far more stable, exports to more platforms, etc etc... There's pretty much no reason to use CC anymore with C2 around.

    And don't worry about being forced to make 'web mini games' because you're not. With node webkit the output is visually identical to a native exe. The only difference is what's running under the hood which makes no difference for most people anyways.

    A game by Alspal was released recently using node webkit: scirra.com/forum/angvik_topic69145.html

    Tokinsom - you actually can preview as exe, though it takes a little setup. All you need to do is make a node webkit application that goes to the preview URL via the browser object at the start of the layout, then when you're working on the game you want to preview as exe, press preview, close the browser it brings up, then open the node webkit exe. Now when you hit preview it will update the node webkit window with one click instead of another browser.

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