Sethmaster's Recent Forum Activity

    Hey people, I've made a quick fix for nw.exe not closing which should work until this is fixed:

    1. Download this .bat file or create one yourself by opening notepad and entering the following: taskkill /f /im nw.exe before saving the file as nw_exit.bat

    2. Copy the nw_exit.bat to the \NWjsForC2\win64 and win32 folders, which will ensure the files are added to all new exports.

    3. In C2, find the event you use to close the game. Above the Browser Close action add a NWjs run file action. In the Path box add: """"&NodeWebkit.AppFolder&"nw_exit.bat"""""

    Here I also add a wait 0.1 second action and then the browser close action just in case the file doesn't run.

    4. Export the game. Now when you click on your exit button the .bat script should run, closing all nw.exe processes!

    I really have no idea what I'm doing when it comes to programming. My initial thought was to run javascript that could kill the process, and while there seems to be a way , I'd have no idea how to format this in a way C2 understands.

    I hope this helps you as much as it helped me!

    I am very grateful since you save me a lot of trouble and allow me to release my newest demo on the schedule I planned out.

    For the close window option, I just export it as borderless and allow alt+F4 to activate the .bat file as well on the setting event sheet.

    Yup, no nwjs process to be seen anywhere once the .bat is used.

  • You are not joking about how daunting it seems at first.

    I will see if I can test this feature in the coming month to offer feedback on how well it is done.

    Anyway, good work since being able to use sub entities in theory will really help a lot in animations, especially in regards to characters, items, effects and clothing.

    After renaming the project, this issue no longer appeared on my end

    What is your operating system, may I ask?

    I am using Windows 7 64 bit using non-Steam version of C2.

    I tried both 32 and 64 bit version of the exported nwjs and the issue persist in both version.

  • Hello, a question about events.

    My question is:

    If the first event "Array value at 18 = 0" is false, the remaining events of the list are checked?, or construct jump to the next block of events?.

    I mean, all events are checked although the former event is false?.

    Construct 2 logic is the same as in programming,

    If the top condition is false, then everything below that require that specific condition to pass is invalid. Construct will move on to other events.

    And more importantly, the image you are showing is a list of conditions, not events. Conditions are conditions, actions are actions and events are events. Please don't mix them up.

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    Facing the same problem here as well, the after the app is shut down via close, two of the smaller NWJS process are removed while the largest memory process NWJS is not removed and are still in the task manager.

    If you keep opening the same NWJS game, you get a repeat process over and over again every time you do so.

    This accumulate to around 7 NWJS processes after I restarted and close the game four times after the first initial attempt.

    This is bad and didn't occur in the 10.5 version. I am facing this today after upgrading both my C2 and NWJS.

    Image show my task manager after the fifth app shut down.

    Can we resolve things on our end by forcefully shutting down all nwjs process after browser.close is activated?

    EDIT: Changing the app name or deleting the app folder in the user local directory did nothing to resolved this. Just to be clear, the game run perfectly. It's the game not being able to be close properly that worries me.

    Like others, I am only getting this effect once the game had use more than a single layout in the runtime. Using a test case with one layout does not produce this effect while using a test case with three layouts (Basically the first two layouts go to another layout after a second had passed) produce the bug.

    Can someone notify the nwjs team regarding this?

  • I planned to do a update a bit later than this but finally the trailer has been completed.

    So, without further delay, since the game have past the alpha stage a while back, I have put the game on Steam Greenlight.

    If you like what you seen so far, please take the time to vote for it. Thanks in advance.

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    Steam Greenlight Page

    To celebrate the completion of the trailer, I have also pushed forward an updated demo, which features:

    • Instead of just skin color selection during randomization of generic characters, I have implemented hair color selection too, instead of just everyone having brown hair.
    • During character creation, the player options are increased by a great deal in selecting appearance due to me unloading every character assets that I have created so far into the demo.
    • Game load instantly instead of having a loading bar during the start of the game. That was because I am preloading the audio assets beforehand. That is stupid and unneeded since the audio assets are right there with the game, not half a world with high ping away. Changed the setup to streaming, as it should originally be.
    • Some small fixes and improvements.

    Currently, the game development will be on hold for a short while so I can make an effort for my game to clear Steam Greenlight.

    This is will be hard since turn based tactics game is pretty niche and the pixel art graphics is not improving my game chances either.

  • Alright, time for Mid December Update.

    • New Dialogue Font Changed the old dialogue font, which is 04b03 to PF Tempesta Seven Compressed. Should make the long ass dialogues in the game more readable. Changed the dimension of all dialogue boxes to compensate for the increased size of the font.
      Old
      New
    • Dialogue Choices Get Scrolling Functionality Dialogue choices now use the same scrolling functionality that all lists in the game used. About time. This also enable me to use give, theoretically unlimited choices as there is no limit in space.
    • New classes Finished the creation of Dealer and Merchant classes. Dealers are extremely strong when they are packed with items that they can exploit and most of their techniques revolved around item usage. Merchants are very proficient buffers and debuffers that use the power of greed to influence both enemies and allies in amusing ways.
    • New districts Finished three new districts, Maple Tree, Oaksville Central and Truman Hill. Each of these district have their own unique locations and things to offer to the player.
      Oaksville Central - The decaying heart of the city.
    • Chapter 1 still being worked on Finished characterization of the several early important NPCs. Finished creating the early antagonist and his rag-tag gang. Still working on finishing the chapter 1 storyline and resolving the mission paths.
    • Trailer progress The audio is still being worked on.

    Again, for the top two features, an updated demo is already uploaded with those two features in place for demonstration. You can download the demo through the link in the first post of this thread.

    Enjoy yourself.

  • Finished some stuff. Here are the highlights:

    • Upgraded the AI schematics to allow AI to take account of elemental advantages and affinity. In this new setup, the AI will compute all possible flow of actions of a single turn while taking account of its personality, AI type, movement focus, action type favoritism, target priority, tag team and elemental knowledge to calculate the final value of each flow. After all is calculated within nanoseconds, thanks to all the necessary variables are already inside data tables beforehand, the AI will always choose the flow of actions with the highest value and enact it.
    • Change the existing initiative system which is "roll every character's initiative at the start of each battle" to a new one which is "roll every character's initiative at the start of each round in battle". This make agility boosting and lowering techniques significantly useful in battle for adjusting turns, since initiative is calculated based on agility + initiative dices.
    • Game trailer is being worked on by audiobro. The visuals for it are done.
    • Removed unsupported Linux and Mac build of the demo after being unavailable to troubleshoot some issue that people have with them.
    • New demo uploaded with the top two features added to it.
    • Working on making chapter 1 visual assets.
    • Finished the design for a new character class called Outcast. Specialized in attacks with nasty special effects attached, specially the type that screws both enemies and allies.

    An unhinged person that nobody want to be caught associating with. The strong BO doesn't help either.

  • > In terms of save game state, are we totally screwed, or is there a *potential* workaround sometime in the future?

    >

    Looks like a bug, all they would need to do is stop making a new temporary session folder for saved data at each startup. Chromium used to have 2 data paths, UserData and Data. It looks like it's defaulting to using UserData which may be causing this issue. It's also ignoring the args --data-path='./save/' which suggest it is indeed defaulting to UserData.

    Seems easy to fix.

    I just hope they fix it soon.

    Have you made a thread about it in their forum?

    Perhaps like last time, link it so we can upvote it to impress on them the urgency of the problem.

  • Hey , i'm back and i gave your game a little try ! (i haven't play long time but i saw some overall gameplay)

    So , first, i'm not a huge fan of this kind of tactical game. But some will surely do love it.

    And i have to say, the game is very polished, it's beautiful. Art style. Animations, menus, all is looking great.

    Now, i also have a trouble with two three things here.

    First, i find "entering in the game" very complicated. There's tons of options menu, character characteristics to define.

    And maybe it's a bit too much to start with a new player. You'll lose many people here.

    maybe add some tiny battle tutorial at begining ? with already defined characters ? then let the player customize step by step.

    Maybe some features are too much , concentrating more on gameplay / environement would be nice.

    Have a lobby between fights where you can move freely and talk to peoples in the street ? All menus and tactical fights makes it a bit heavy i think.

    Second thing, i don't get the mix between the subject and the graphic look and the gameplay style.

    I mean , it's a game about "Tactical" "Street fighting" in a "cute city" with "colorful graphics".. something doesn't fit here.

    People who will seek for a really tactical game will surely be annoyed by the cute and childish style compared to the gameplay.

    People who will seek for a cute game with kids fighting in a "springfield" environment will surely be annoyed by the too many menus and tactical aspects.

    I think there is a design flaw here.

    Sorry if i sound rude, i know it's a huge work, and your game is awesome in many ways. Very pro.

    But i think you can still work on thoses.

    And also, be careful if you want to sell it as a desktop game. Public Demos if they look like the final game can be an harm to you selling.

    Demo is ok as an alpha, if the game gets a full visual remake + content.

    Adding just content to justify pricing when you're on a little indie game is sometimes just not enought. (had some examples here and here)

    Good luck and looking forward to it ! Awesome work

    Thanks.

    You have quite a lot of good feedback.

    And thank you for taking the time to write about it.

  • But hey , it wasn't made with C2 ? or maybe it is ? Just wondering.

    Took quite a lot of effort but yeah, I use C2 to make it.

  • No answer on this yet ? !! oO

    Wow, this game looks pretty complex, and the art style (even the itch.io page) looks great !

    Good luck, i'll give a try to the demo when i get some time later on !

    Thanks. If you can take the time to give some feedback later on, it would great.

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Sethmaster

Member since 16 Aug, 2013

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