Halfgeek's Recent Forum Activity

  • On the front page:

    "Export your game to desktop PC, Mac and Linux apps by using the Node-Webkit wrapper.

    You can also reach the popular iOS and Android app stores using wrappers with built-in support."

    The mention of wrappers should already inform potential game-devs of the situation. Unless people don't understand what wrappers are...

  • - good to know, seems all this racket I is blown out of proportion.

    60 mb sounds better than 90 that is for sure and in win32 my game is 107mb.

    Just one last thing if you could answer even roughly within what range does your total game size fall under?

    ~420MB.

    There's bigger C2 games. I optimize my sprite usage for low memory footprint.

  • Thanks for your screen and information regarding this issue. What is interesting to me is that your dll is around 66mb and mine is around 90mb, while my game is around 130mb with 20 sprites with sizes lower than 128x128 or 64x64 pixels for each sprite and as I mentioned before 495 events and 1 particle system with a 12x12 sprite so far.

    This is my screen:

    Could you roughly estimate your event number, spirte number and game size while having the nw.dll at 66mb?

    What is interesting that when exporting an empty scene today, with no sprites or no events I ended up with a nw.dll that wieghed 129 mb(!) as I did end up mentioning earlier in the thread. Just crazy stuff.

    Is it possible for you to export an empty scene with NW.js and see what size is your nw.dll file in that empty scene?

    Regarding your other problems with your game do they strictly have to do with NW.js export? (not meaning to go off topic as this thread is about the nw.dll file being large and no info speaking of this anywhere to be seen, but I am curious regarding this matter)

    win32 export has a smaller dll, and it also runs faster.

    Unless you absolutely need above 4GB ram usage, exporting to 32 bit is much better as it runs on 32 bit OS AND 64 bit OS (all my test rigs are 64bit).

    I've got 17K events and thousands of sprites and particles (I stopped counting). Native 1920 x 1080.

    And it runs really well on PCs from 2006, on integrated Intel GPUs... can't really complain about performance at all TBH. Unity would be struggling on that hardware with my scene complexity.

    The other issues are MAC & Linux exports being broken with recent NWjs alphas (which are required due to fixing memory leaks and additional performance gains). Then the lack of Steam integration, it's a waiting game as each new iteration of NWjs requires an iteration of GreenWorks adapted to C2..

    So it's not perfect, far from it. But for PC (AND iOS!), performance is outstanding.

  • That's my game, in the sig.

    Performance is outstanding. Not a concern with the latest chromium powered NWjs.

    That's not to say there's no issues, there certainly are, but performance for desktop is not one of them.

  • If it works, then does not, usually due to a few things:

    1. Steam download or update corrupted some files. They need to validate the files and identify if there's some errors.

    2. Anti-virus software, such as AVAST is known to kill NWjs, just outright crashing it. Users need to make some exception for your game if they have some aggressive AV running.

    3. PC infected with Malware/Viruses.

  • Hey buddy,

    Glad to see you had your doubts about making a space game cleared, because it is quite irrational to worry about all the other space games out there... just focus on yours, make it unique, make it your take on the genre and it will stand on its own merits.

    My feedback, the art is good, but the nebulas may be too bright for your eventual spaceships to stand out. Have you got some place holder spaceships to test?

    If you've played the game Void Expanse, you'll know what I refer to, as it's nebulas are very bright and distracting from the ship combat. They added an option to lower it BG brightness and that helped.

    Good luck!

  • You're worried for optimizing game or for my time spent? Don't worry, I just need all the text and I will translate it. Russia - this is the second market of Steam, I remind. Think about it, when you start thinking on the profits.

    Both, any translator need to go through 5x PhD thesis worth of text... and I poorly coded it from a year ago making it very difficult to support multi languages, its something I messed up for with this game.

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  • Most ppl buy games and play later its quite common. Time issues I guess, backlogs etc.

    I do it all the time, i got about 50 games I bought and i haven't touched haha.

  • Hey buddy, hope it's going well for you. If you get feedback from players, it's a good sign because they took their time and write on the forum for you to see their opinions.

  • There's no way to localize that easily because the amount of text in this game is INSANE. Full blown RPG, tons of module descriptions, tons of quests, story lines, missions... so many dialogues from the NPCs you meet as you travel.

    It is a monumental task. I do know Russian players love this genre though. I'm a big fan of 1C's Star Wolves series.

  • Wow, if Steamspy at http://steamspy.com/app/414950 is any close to the real numbers, then congrats Well deserved cause I can imagine how much work you have put into this. I will join these people after the holidays too.

    Question: How many events to SN2 have currently? Is the universe created randomly?

    It's going well, very few massive bugs which I am grateful for. Some balance issues, due to me being a hardcore gamer... gotta tone down some things but overall keeping my vision. Atm my focus is on bugs and such, no point worrying about sales figure. I don't want to check the sales for awhile, so I don't know.

    SN2 has ~16K events as of now.

    I use a ton of functions already and arrays and such, if I started from scratch I could probably shave off ~2K events for UI which I did early on before I found some nice shortcuts.

    Do you reckon they'll release the new Greenworks this month? I'm wondering when I'll be able to release my game.

    That's only for Ashley to know.

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Halfgeek

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