Exodus Software's Comments

  • Aside from this there were minor little things that always sort of bothered me. NW.js is basically just a chrome window running as a desktop app. That came with weird stipulations surrounding the mouse and updating the window size, setting fullscreen, etc. Nothing major, just minor little annoyances in my mind.

    Now, all of this aside the other issue, which really only became relevant in the more recent console gens I think is the porting issue. If you weren't aware you can't really (to my knowledge) easily port your Construct game to consoles like switch, xbox, and playstation. This may not matter to you at all, but if you are looking to make money you are cutting out a huge chunk of the market.

  • I have effectively run into two issues. One that is an actual issue, the other which is more just unfortunate. Although these two things are sort of tied together and could potentially be alleviated in the future, or maybe I just didn't investigate enough.

    To explain. The problems I've seen with the Steam release in particular is that some people just have issues running the game. Not like they run it and it lags but weird things like it booting to a black screen, not opening and closing properly, etc. Stuff that, based on the time I spent looking into it seemed to relate back to particular graphics cards working with the NW.js export option. Which to my knowledge is the one you use when you want to port to PC.

  • Multi part reply coming cause apparently I can't go over 1000 characters.

    I've been reworking the game in Game Maker 2. I was between using Game Maker and Unity, but I think Unity has a lot of bloat at this point as an engine. Also Unity seems to be (or was) engaging in some sketchy business practices of late. Game Maker also caters more fully to 2D games I think, but either would be a good option.

    I don't want to dash your dreams so take what I say with a grain of salt. This game is currently on Steam and Itch.io for reference.

    As far as I can tell, even with the project getting as large as it is Construct doesn't seem to have an issue keeping up. For reference, this entire game takes place in a single massive layout. It dynamically loads and unloads all the stuff you see as you move between areas. The fact that it can do all this without seeing significant technically issues (that aren't just bugs in my code) means the engine can support a game of this scale.

  • That would involve more than a few changes to make it all work as the typical version is made for just PC. That said, shoot me an email at exodussoftware3mbe@gmail.com when you can.

  • Hello,

    I hate to be the bearer of bad news, but I guess two things. First, this version of the game is 0.4.7. I put this on Construct mostly just to see what would happen, but I didn't continue to put versions up. The current version on Steam and Itch is 0.8.5.2, which probably doesn't sound like much difference but that is 9 patches ahead of what is here. So the bug you are referencing could very well be fixed in the more current versions.

    That said, thing number two, and arguably far more important, I made the decision to switch engines around last spring. So the whole game is being remade at this point. While I appreciate you reporting a bug (seriously that sort of thing helps a lot in dev) I don't plan to fix anything with this, or any currently live version since I'm remaking the entire thing. Sorry about that, just thought you should know.

  • Yeah, the save system wasn't made for the Construct Arcade version. But the game is purchasable on Steam and Itch and that saves.

  • Felt obligated to reply to this one. Hello, sorry to hear that. So to keep things short, this version of the game is fairly old compared to what is on Steam so the bug is likely fixed. That said, I'm currently remaking the game in a different engine due to exporting issues. So I'm sorry to say I won't be addressing it but the game is being remade so, that's better? Maybe?

  • Just a general question, is there like an update schedule for this addon to keep it consistent with current NW.js? Only asking because NW.js is already on version 68 but when using greenworks I can't export with the new versions because this addon isn't compatible.

    I won't dine to know exactly what role NW.js and chromium have, but I get various reports from users saying that my game, running on NW.js, just crashes on boot or never starts.

    It isn't a ton of people, but I assume if they aren't even getting into the game it isn't game code or construct, its probably NW.js.

    I guess newer versions doesn't necessarily mean fewer bugs, but I figure updating is the only way to attempt to remedy these sorts of things.

    For the record I have no idea what the cause of these issues actually is I am going off of assumptions, because all I get is a refund note on Steam saying "the game doesn't start". I just wanted to check to see if updates were planned.

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Exodus Software

Member since 9 Nov, 2012

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