ShibeyFaceGames's Forum Posts

  • 7 posts
  • Will do, thanks!

  • Ashley Hello again! I spend several hours cutting down one of my projects and experimenting, and have narrowed it down to 4 sub-event groups that cause the problem. (Works if they are disabled, black screen if they are not.) And as noted earlier, reverting to "simple minify" solves the problem and the game runs as normal.

    However, before posting an issue... I have also stumbled upon another large and important fact. This issue seems to be Firefox specific. At the very least, this issue doesn't happen on Edge or Chrome.

    I guess my question is, should I still file this as a Comstruct bug? Or is this ultimately on the browser?

    Thanks!

  • Thanks for the reply! I'll look into filing an issue at the link you provided.

    I will note that I did a little more investigation this evening, and based on what files I have on hand, it seems like games worked on before the 4/4/23 Stable r336 release export fine with Advanced Minify from the newest release. Anything I worked on after 4/4/23 now has this export issue in r358.

    Of possible help, I do have one project that has saved versions on both sides of that date, with the older copy working fine, and the later copies all experiencing this bug. I'll try to include all this when I file.

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  • Hi all! Since updating to R358, when I export Html5 Web and choose "Minify Mode Advanced", my games no longer run on Itch. The window with the Itch play button will load, but starting the game it only brings up a black screen. If I instead export using the "Simple" minify mode, the game runs as normal (in my case, going to the loader bar and my logo after clicking the Itch play button)

    I dropped back to 350 and exported with "Advanced" and it still works fine. I tried another project and had the same results, works in 350, but just a black window in 358.

    Has anyone else run into this or a similar issue? It definitely exports much faster in 358, which will be a nice improvement if this problem can be ironed out!

  • I was thinking about it, and I decided to go back and run some old NWJS desktop builds that I made quite awhile ago. They are now having a similar issue, despite having been fine previously:

    As for my new game, this is the popup that Norton sends:

    I should note, the games aren't actually blocked... Norton just accuses them of this or that, but lets them run. I can just click "always allow" or "always block" and it'll solve the issue for that single game.

    However, I've been toying with the idea of putting games on Steam, and this seems like a problem. Does anyone know what the root issue is? Is this just Norton being overly protective, or is there something I'm doing wrong when making the builds?

  • Context I forgot: I'm running C3 on Chrome on Windows 10, and I'm only attempting to build the Windows 32 and 64 versions, not worrying about Mac or Linux currently, as I don't have either platform.

  • Hi, I primarily export html5 web games, but occasionally make desktop builds as a second option.

    I was doing this with my most recent game tonight, and when I ran it to test it, it started fine, but Norton has been aggressively asking me to block "Suspicious network activity" pinging over and over and over, long after the game was closed. (Multiple pings for each second the game was open, based on the timestamps) It's still going right now in fact. (I eventually hit "block always" and there were about 3 pages of blocks logged)

    Is there a particular reason that an NW.JS build would do this? My game uses local storage to save a little bit of continue data, but otherwise shouldn't be writing or accessing the network that I'm aware of.

    This certainly makes me wary of distributing a desktop build. I don't recall any previous games I've built doing this, though it has been over a year since I've made a desktop option.

  • 7 posts