Danwood's Recent Forum Activity

  • Most bugs happen when people use this condition with objects that have multiple instances. Like "Enemy HP=0, Trigger once"

    Hehe, that's part of the natural learning process of C2/3 -> Trigger once for multiple instances -> bug -> learning For Each -> for each related bugs -> and so on...

  • The issue with NW.js not using the GPU on gaming laptops has been longstanding, but tools like Skymen's nvPatchUI seem to offer a practical fix for enabling the discrete GPU. It's great to see updates like r417 addressing this directly for WebView2, though real-world testing feedback from dual-GPU laptops would be valuable to confirm if it's solving the problem comprehensively.

    r417 doesn't work for me, because the exe that should be patched is msedgewebview2.exe, not the exported game's exe.

  • I know that scenario, although I've never left off my project for more than 2 weeks, it is huge and complex, and every time i return to it i feel the same you described.

    I would suggest to give the project some time: play it, find some smaller things you want to change/improve, and attempt to do that. Trial and error, familiarize, and you'll slowly grasp it again. Given enough time, it could work even with projects you did not create in the first place.

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  • Since NW is going to be phased out, I'm exploring a possible temporary solution for sticking with WebView2 and allow usage of discrete GPU.

    I'm using the Fixed WV2 export, patching msedgewebview2.exe with the NVPatch. It works (as expected) but the antivirus doesn't like it.

    I'm out of ideas...

  • Ashley

    I tried the patcher, it doesn't work for WV2 (but does for NW), i suspect the exe that should be patched is not the exported game's exe, but msedgewebview2.exe in program files/microsoft. That's probably why the changes in r417 don't work either.

  • The patcher doesn't work for WV2, i suspect the exe that should be patch is not the exported game's exe, but msedgewebview2.exe in program files/microsoft

  • In that post, I mentioned an update in r417 that may help, but nobody has responded to that yet - it'd be interesting to know if it made a difference for anyone.

    WV2 export still doesn't use the discrete GPU, unless i export with --force_high_performance_gpu arg, which, as i mentioned in the post, seems to add an odd janking/stuttering, which is hard to notice but i can guarantee is there for me.

    The only way to fully and properly use the GPU on WV2 for me is to mess with the Nvidia settings and set the WV2 exe (the one in programs/microsoft, not the exported one) to "use full power".

    Still like that after 417.

    On NW.js i can just rename the exe to "run_game", now i can try the tool dop2000 post mentions, which is probably even better.. i'll report back.

  • For my game, DinoSystem, I've previously used a workaround to use the discrete GPU of players without forcing them to mess with the NVidia/ATI control panels - i exported the game with NW.js and named the exe "run_game.exe", which in the Nvidia settings is tagged by default with discrete GPU usage.

    I've always wanted to switch to WebView2, since Ashley has plans to fully support C3's own exported and discard NW, which seems a great idea.

    The opportunity to do that arised when i've discovered that adding "--force_high_performance_gpu" to the game's args when exporting makes use to the GPU regardless of the default card settings. So i switched to WebView2.

    But i recently discovered that the game, when exported, runs at 55-56 FPS - it uses the discrete GPU, but looks like it's not fully using it, and there's some subtle jankiness instea dof running butter smooth like preview. I tried to reduce the game's graphics, map size, entities number, nothing worked. Game runs at butter-smooth 60 fps in C3 preview, but 55-56 fps with subtle lag in exported.

    I then enabled discrete GPU usage for WV2 exe in programs/microsoft folder, and... it fixed it.

    So i'm back with NW.js, since i can just keep the "run_game" exe name and use the discete GPU of the user (again, i dont want to ask Steam users to mess with their card settings to play my game..)

    Is there anything else i could do? Are there any fixes, aside --force_high_performance_gpu which doesn't fully solve it, but actually creates a new. more subtle problem? I don't want to stick with NW.js, but seems like i have no choice now.

  • It's not clear to me whether you mean you want to list files in your project, or with a picker - you can use a file picker to pick a file directly, or you can use a folder picker to select a folder and then use the 'List contents' action to list all the files in that folder.

    It's also not clear to me what you mean by opening the image - perhaps you mean opening in the default associated app, in which case you would use the 'Shell open' action, or show the image in your project, in which case you'd need to read binary data from the chosen file.

    Note that if you want to do something like access a folder within the user's Documents folder, you need to use the special picker tag "<documents>", and that only works in desktop exports (Windows/macOS/Linux), and the same goes for the 'Shell open' action.

    I want to pick a file directly - In NW it shows directly the windows folder, but with WV2 the process is more complex and i didn't get it, what i did is:

    -> (pressing button) show open file picker

    picker tag: "<documents>" & "GameName\" & var1

    other settings default

    This shows the a file picker, but it doesn't actually open the folder i specified, it just remembers it (if i navigate to it) the next time the picker is shown.

    Then i should use the "On picker x complete" and "shell open", but i'm totally lost with that..

    Sorry if my question may be silly, I appreciate you taking some time to answer me!

  • Since that's the subject, I'd use some directions... i need to:

    1) open a specific folder to pick a file for opening -> "Documents/GameName/" & var1 (the name of a folder created for the specific game you're playing)

    2) open one of the files listed (it's an image)

    I've tried following the manual, but i can't get to grasp it, NW was so straightforward!

  • What i want to do is simple:

    1) open a specific folder (to select a file) -> "Documents/Myfolder/" & var1 (the name of a folder created for the specific game you're playing)

    2) select one of the files listed, which opens (it's an image)

    I've tried following the manual, but i can't get to grasp it..

  • If in fullscreen, when i alt-tab and return back, keyboard isn't responsive until i click somewhere. To fix this, i used Focus browser action triggering on the "On resumed" system condition, which works only with the editor proprieties setting "Pause on unfocus", but that doesn't work in the exported game.

    Is there another way to fix that?

    Focus doesn't even work in fullscreen apparently

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Danwood

Member since 2 Jan, 2014

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