dcadjust's Forum Posts

  • Well this is interesting. I have created a stripped down build of the game which only has the first level area in it.

    Now the issue is gone. LOL. Cannot get the black screen on this stripped down version. Restarted the game like 50 times. No issues

    Then go back to a copy of the full game, start it up and boom, black screen so I must have a problem in my code somewhere I guess?

  • Hi RealDannyyy

    I had a look and I can see Sir-War-A-Lot.exe is permitted in my firewall (Standard win 10 firewall).

    Seeing If I can create a basic version of my game to share with you, but as soon as I remove things it bombs out.

    If I can get a basic working version I'll pm you and share.

  • Oh, I just noticed the changes fixed the Steam overlay.

    Shift Tab did not work before but it does now. Great!

  • You are right RealDannyyy. When I removed that line from the json file I would get a black screen so had to put it back

    Hi Assailant107

    Ok I have some feedback.

    Things have definitely improved a lot. I implemented the changes (sort of will get to that now) and restarted the game 30 times. Twice it gave me the black screen. Before it would do that after the first or second restart without fail.

    First I followed you steps exactly, but I got a black screen straight away and could not get the game to run while older version would run. As mentioned above I figured out that when I removed that line from the json file I get the black screen and if I put it back the black screen went away.

    So in the end what I only really did was exported the game with the command line you gave and I added that win32 node file.

    I did notice that when I get the black screen and kill the game I get a debug.log file which reads:

    [0327/235643.797:ERROR:registration_protocol_win.cc(103)] CreateFile: The system cannot find the file specified. (0x2)

    [0327/235643.797:ERROR:registration_protocol_win.cc(103)] CreateFile: The system cannot find the file specified. (0x2)

    Have no idea if that is relevant in anyway, but regardless things are better for sure so big step in the right direction.

    thx

  • Hi RealDannyyy

    I'll take note of that. Thx.

    At this point it will all be done on Windows 10. I exported as 32 bit for the sake of windows compatibility. I'm sure probably 99% of windows pcs these days are 64bit these days , so probably unnecessary.

    I do have the C3 worker mode enabled in my project so I'll follow assailant107's steps exactly as is for now and keep my fingers crossed. Let see how it goes.

  • Wow! Thank you very much for the detailed advice and explanation. (You also made me laugh out loud. Loved the humor)

    I'm going to try all this and test it thoroughly. I'll give you feedback in a day or so to let you know how it went and if the problem was resolved. (Won't upload to Steam until I'm 100% sure I got it right.)

    Even if it does not fix it thank you for taking the time to try and hep me. Much appreciated.

    After 2 and half years of hard work a guy doesn't want a problem like this when your game has just been released.(Sigh)

    The joys of indie game dev ;D

  • Thanks Eren

    Its a mix of purchased art, self created art and royalty free free art provided by some awesome pixel artist around the web.

    For my next game I'm doing all the art myself so the game can be unique.

    It just takes sooooo looong though :)

  • Hi Fellow Devs.

    Would like to share my game with everyone that has finally released after two and a half years of hard work. Phew, what a journey, but It is not over yet. Now to support the game and make it as good as it can be :)

    One thing I've noticed when exporting using NWJS 47 using Greenworks plugin 014 and steam SDK 1.49 is that if you close the game and open it again you just get a black screen and you have to manually go into task manager and kill of the nwjs processes. It creates a bad experience for the player of the game and I'm trying to find a fix for this.

    One suggestion was to use NWJS 33.3, but if I export using that it breaks the layering in my game so wish me luck in finding a fix.

    Other than that all is good and achievements works just fine.

    You can see the game at below link if you are interested.

    https://store.steampowered.com/app/1407950/Sir_WarALot/

  • I'd try to report this as a bug of some sort, but I can't replicate it and therefore the report would just get closed. I've made a game using Construct 3, Version R210. It is on Steam.

    The game is exported using NW.js, version 0.47.0, Chromium 84.

    It has the greenworks plugin running, version 0.47.0.

    I've been downloading the matching node files needed at the link below and replacing them. Currently I'm getting the v84 node files for NW.js.

    https://greenworks-prebuilds.armaldio.xyz/

    All this said, I still have people who are playing the game who say that the game will either fail to launch. Or it will launch and sit on a black screen forever and never actually load the game. Alongside this there are reports of NW.js leaving processes behind after the game is closed.

    The general assumption I've made is that if you force close these tasks it will allow you to start the game, which seems to work in most cases. However I've also had two people report that it doesn't fix the problem.

    My question, after all this, is does anyone know anything about this? All I could find was a thread from 5 years ago talking about the issue happening in C2. Despite like 8 pages of thread there was seemingly no fix. Based on how the thread went it looked like the Construct devs just chose to forget it was a problem, but perhaps I missed something. Anyone else having this issue or know what to do about it? From what I can tell this has nothing to do with the project itself, it seems like an NW.js thing. Any answer is appreciated, thanks.

    Hi Assailant107

    I know this post is very old. Just wanted to know if you ever figured out a fix for this? I have exactly the same issue as you. Also using NW.js, version 0.47.0, Chromium 84 with Greenworks plugin.

    My Steam game runs fine, but if you open it again afterwards just a black screen. Then I have to kill nwjs processes in task manager to get it go again. :( Not good for a published game. I'm trying to fix it.

    If you could share any advice I would appreciate it.

    Thank you.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Wow, Awesome. Thanks a Lot GameSoul.

    Really appreciate the help with this one.

  • You can use it in script type "classic" mode

    Ahh ok, Thank you Eren. That has fixed it for me.

    At least I can finish my game this way.

    Just for me to have a better grasp - What is the difference in the script types? Does "Module" have benefits over "Classic"?

    In the next project I can just use the built in tween behavior if required, but lunaray liteween is pretty awesome.

  • Hi All

    Not sure if anyone can help with this, but I thought I'd ask anyway.

    Since the recent update of C3 Lunaray liteTween no longer works.

    If you run a game using LiteTween 1.7 (on C3 Runtime) the screen just stays black.

    Pressing F12 displays this error:

    Anyone know of a way to fix it?

    Uncaught (in promise) ReferenceError: trim is not defined

    at lunarray_LiteTweenInstance.parseCurrent (dc4f560f-dcef-4e50-87ff-a7dd6d464487:84)

    at lunarray_LiteTweenInstance.addToTweenList (dc4f560f-dcef-4e50-87ff-a7dd6d464487:134)

    at new lunarray_LiteTweenInstance (dc4f560f-dcef-4e50-87ff-a7dd6d464487:29)

    at Function.New (jsutil.js:9)

    at BehaviorInstance._CreateSdkInstance (behaviorInstance.js:2)

    at Instance._CreateSdkInstance (instance.js:6)

    at C3Runtime.CreateInstanceFromData (runtime.js:47)

    at Layer.CreateInitialInstances (layer.js:6)

    at Layout._CreateInitialInstances (layout.js:17)

    at Layout._StartRunning (layout.js:13)

    Thx

  • Hi Everyone

    Hope you are all well

    I'd like to share my reveal trailer for my game with my fellow C3 devs.

    The game is only set to release in March 2021, but I have enough content to start showing it to the world.

    Let me know what you think.

    The game is being solo developed by me, but I do use purchased and free art and music from all over the net.

    Its about a bad tempered warrior that goes on a rampage against monsters that spilled his garbage.

    The game is a pixel 2D platformer.

    The Player's weapon is a sword which he can also throw and retrieve at will to attack with and he can also use his sword as a make shift springboard to traverse the environments.

    You can view the trailer here:

    Subscribe to Construct videos now

    C ya all.

  • > Hi, im interested on your Ultimate Ads plugin for Construct 3, i have 2 questions about it

    >

    > 1- Does it support Construct 3 runtime?

    > 2- Can you export using Construct 3 Andoird (Cordova) exporter using the option to automatically build the signed apk?

    >

    > Thanks in advance!

    Hi there.

    Sorry, but as far as I know it does not support either of what you are asking. Hopefully it is updated to do so in the future. But with that said other than not being able to choose where to place your banner ad the official plugin works like a dream and that includes rewarded video ads, so you do not really need this. And ofcourse it runs in the c3 runtime.

    Just an update to this. You can now choose where to place ads with the latest build of C3. I am now only using the official Admob plugin. works flawlessly and is easy to implement

  • Hi, im interested on your Ultimate Ads plugin for Construct 3, i have 2 questions about it

    1- Does it support Construct 3 runtime?

    2- Can you export using Construct 3 Andoird (Cordova) exporter using the option to automatically build the signed apk?

    Thanks in advance!

    Hi there.

    Sorry, but as far as I know it does not support either of what you are asking. Hopefully it is updated to do so in the future. But with that said other than not being able to choose where to place your banner ad the official plugin works like a dream and that includes rewarded video ads, so you do not really need this. And ofcourse it runs in the c3 runtime.