Headbang Games's Recent Forum Activity

  • Bad Run is a spin-off of Bad Pad, featuring a casual but action packed, auto-runner, metroidvania platformer.

    Bad Run - Turbo Edition includes a new gameplay mode with three castles to explore metroidvania style, remastered graphics and much more!

    http://headbangames.com/badrun

  • I don't mind putting in the extra effort, I'm already managing my NWjs and greenworks builds manually :)

    Thanks again for sharing the info, I'll give it a go.

  • Thanks for the link, very useful, I will certainly give it a try!

    I see in the documentation that it is also using the same greenwork plugin, which currently support NWjs up to 33.3 and electron up to 4.0 beta 7, which is also not the latest version available, you still depend on greenheart updates, which comes about twice a year.

    I'm working with NWjs 33.3 with the latest greenwork plugin and I have no issues with steam overlay, achievements or window capture in OBS, though game capture doesn't work.

    But i'm more intrigued by your statement "I've got better performances according to my tests" this enough is a good reason to switch.

    Did you test it on linux as well?

  • > InsaneHawk Would you mind trying out the new window implementation of NWjs?

    > All you have to do is, use a more recent version and add the mentioned Chromium arg to your package manifest file. You will know that it works, if it displays native Chrome stuff after pressing "F11" to go into fullscreen mode. (This is currently a bug and will get patched out soon.)

    >

    > As a side note, the mentioned multi-process architecture isn't the issue. I've done tests in the past when single processing was still working and it didn't help with the capture at all. Main reason for why I removed it from the Roundup, besides every 2nd update breaking the feature. It's something on the GPU side of NWjs that some, especially free recording software doesn't like.

    >

    > I've had success with receiving an answer from the OBS team in the past and they pretty much just told me that, it's the user's responsibility to pick a working mode for recording/streaming and so on.

    Well, I've switched to Electron and I'm happy with it, I'll most likely don't go ever back on NW.js now.

    Thing is, that I was stuck using an old version of NW.js because of their Greenworks plugin, which is forcing you to use a specific version of NW.js, in order to make it work (which obviously didn't work, since I had to find an alternative to it, being Electron (Overlay issues)

    Hi, can you please share what other issues using electron over NWjs solved for you?

    How did you get the steam overlay and achievements working on electron without greenworks?

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  • On start of layout update your object with a variable containing the original X and Y of the object.

    Then move it relative to that.

  • You can put them in a container, then when creating the object all related objects in the container will also be created.

  • The layers are rendered in the order they appear in the layout editor, maybe the new one is below the old one, check for that.

  • Greenworks currently supports up to version 0.33.3, so you can't use 0.34 anyways.

    github.com/greenheartgames/greenworks/releases

  • This issue started after installing the latest version.

    At first the issue was that if I close construct with the tilemap window closed (only when it is not docked), when I open construct again and select it from the view panel, it doesn't show up.

    If I leave it selected, exit and return, it comes back again.

    I tried resetting all dialogs from the Preferences screen to see if it'll fix it.

    But this caused a another issue with the z order window, by default it is off, but now even if I turn it on, exit and return, I still don't see it.

    I tried resetting a couple of times, and I still can't manage to get the z order window to show up.

    Note: If I run an older version of construct, I can see it, then when I return to the new version it shows up too.

  • Fullscreen does not trigger the resize event.

    You can keep the browser.innerWidth and height to variables and check if they change, then reposition your sprites.

  • Ashely, this issue is seemed to be resolved in the latest beta, at least for me.

    gigawaller, if you can confirm it on your side, this can be marked as resolved.

  • Great, simple enough, cant believe I did not think of it, cheers!

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Headbang Games

Member since 5 Dec, 2012

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