Halfgeek's Recent Forum Activity

  • Please allow a few weeks for bug reports to be investigated, as the guidelines describe.

    Thanks. Perhaps prioritize the easiest bug for you guys to fix since it's C2-related:

    The NW.Js C2 object is not compatible with r217 + NW 0.13.Alpha 5 NW export (blank screen on startup of .exe).

    Fixing this would enable us to use the NW.Js object file read/write to work with our custom save system.

  • Yep, that's more normal.

  • Ashley

    Any official input on these bugs? Are they something you guys can fix on your end or do we have to wait for the next iteration of Chromium and therefore, the next NW.Js built on that new Chromium?

  • Possible, if you're talented enough. There's a few good isometric RPGs being made, check them out in the sub-forum.

  • "do you think it would be folly to continue?"

    See how the 0.13 alpha turns out first.

  • NW.js is the current wrapper for Desktop. It's based on Google Chromium, which is also the wrapper for Android.

    It is currently barely functional for PC only. Let me explain, its because of serious bugs in Chromium that lead to stutter in all the versions of NW.js except for 0.10.5, which is really old. So NW 0.11 and 0.12 are no-go due to stutter.

    However, 0.10.5 (& 0.11 and 0.12) also has a nasty memory leak, so if you make bigger games, it will also stutter after a short play session (mine start to stutter ~1 hr into playing), eventually becoming unplayable. If the game is smaller, this memory leak takes longer to kick in, but it's there, ever-present.

    This problem is due to Google messing up Chromium and taking a long time to fix it combined with NW.js's development cycle. We C2 users, especially those making bigger games, are shafted.

    There's good news, the current alpha of NW 0.13 has resolved both the stutter and memory leak issue.

    But there's also bad news, it's broken, can't save/load, treating saved data as temporary session browser data. It's also incompatible with the NW.js plugin from C2.

    Once the issues in the 0.13 alpha is fixed, hopefully NW 0.13 will prove to be stable on both PC & MAC. Linux is a mess.

  • Are all 64x64 px, the animation has four frames in loop and a 2.5 speed and is optimized.

    Even creating five enemy at a time (when the first wave with 5 die, comes another wave with 5), play "stutters" from scratch.

    I ran on the PC with the debug CS2, CPU usage is wavering, I found 80% too much for what was happening on the screen (5 enemies with bullet 90 degrees).

    That's on your PC debug? 83% CPU usage?!

    That's ridiculous and suggests something wrong that's causing way too much CPU overhead.

    For reference, I have many hundreds of Fighters flying around fluidly dog-fighting each other with particles, trails, explosions and all that collision checking and I'm not even above 50% CPU usage.

  • Do you know of any successful platformer in recent times on PC?

    There's only been a few:

    http://store.steampowered.com/app/211820/

    http://store.steampowered.com/app/105600

  • Have you got plans for a console port?

    I've noticed a trend for the past year, the PC crowd is really harsh these days whenever they see a platformer. Comments on Steam are outright hostile to newly released platformers.

    This studio recently did a postmortem for their very nice looking platformer which did not do as well as they had hoped:

    http://store.steampowered.com/app/322680/

    http://www.gamasutra.com/blogs/FilipKra ... omenon.php

    Note that they received great coverage from gaming media sites. Giant Bomb & Destructoid giving excellent reviews etc.

    This is what TotalBiscuit (popular Youtuber) had to say about it: "there may not be an audience who wants to play another puzzle platformer".

    I mean compare to a recent indie hit, Kingdom (http://store.steampowered.com/app/368230/), a very simplistic game but it has some major selling points that appeal to the PC gaming crowd: excellent pixel art (there's an expectation that 2d games = pixel art), some form of procedural generated content, re-play-ability.

    Just some food for thought.

  • Except the save issue, how is NW 0.13 ? It is better than the last versions ?

    Even though I'm migrating to Unity, in the meantime I would like to test the market with different games and C2 makes that easy.

    And to be honest if we are waiting a little more, probably will not need NW at all: Edge on Win10 is smoking fast (and probably on WindowsPhone 10), Safari on iPhone/iPad works great... Probably we will need NW only on Android and older systems.

    0.13 is about 20-25% faster on performance, using cpuutilisation as a metric for my own testing.

    It doesn't suffer stutter (minus asset loading, which you can control via loading on start of layout).

    We we still need a wrapper to make stand-alone .exe games for PC/MAC.

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  • Grats!

    Now the fun part, getting NW.JS to behave with C2 on Steam.

  • MelVin

    That's what we found right away, cannot export with NWjs object, game wont start, blackscreens.

    So anything that uses that object is a no-go until this bug is fixed. I'm writing a custom save/load using arrays & JSON write/read with NWjs file access, this goes into a set path, output into text files so that it may avoid future save issues. But we'll need the bugs fixed first with the current alpha5 and C2.

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Halfgeek

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