TheRealDannyyy's Recent Forum Activity

  • Hello one question.

    I thought that NWjs.AppFolder would give me the directory of the location of the nw.exe file.

    But this is not the case, NWjs.AppFolder gives me the directory where the capx file is located.

    What the hell do I want that directory ?.

    I need the directory of the nw.exe application because there are my files to load.

    How do I obtain this directory ?.

    Ashley added new expressions after I did a feature request about this a while ago. Just update C2 to R257 or newer and use the new expressions.

    I think they should also work with fetching the executable path. If not you should be able to manually replace parts of the fetched path. Although I'm guessing in your case it's an issue that only occurs during preview and not in the exported version.

  • > > TheRealDannyyy

    > >

    > > Maybe you want to add this info to your guide for everyone to see.

    > >

    > > construct.net/forum/construct-2/how-do-i-18/how-to-integrate-steamworks-in-137049

    >

    > Not sure what you'd like me to add where?

    1. A link to the installation instructions (just to keep it all in one place for everyone).

    https://www.construct.net/il/construct-2/addons/83/greenworks/documentation

    2. The user needs to make sure he doesn't update NWjs beyond the supported version by greenworks (sometimes greater versions that are not published in C2 (both NWjs and greenworks) work, but it requires user testing, for example I'm using NWjs 0.29.4 with greenworks 13 0.29.4, both are not available for download through C2 website).

    3. Where you can download all greenworks and NWjs versions.

    https://github.com/greenheartgames/greenworks/releases

    https://dl.nwjs.io/

    4. What to modify on greenworks.js to make it compatible with C2.

    I'll see what I can do. Currently on vacation, don't wanna change stuff from my phone.

    Thanks for the info.

  • Also, another thing worth mentioning is that if the host's window is minimized, it seems as if data stops sending- like it is being paused(even though the setting to not pause while unfocused is correctly set).. I'm guessing the lag simulation uses the time in construct to alter the gameplay, but when minimized the time stops completely.

    So objects will be destroye and recreated on the peer side when this happens, even if the host is changing the data constantly- the minimized window prevents data sending.

    I'll create another bug report when I get the time..

    This is a known issue with multiplayer and the window out-of-focus implementation of certain browsers.

    Ashley Did this ever get sorted out in the Chromium bugtracker?

    I remember having a discussion about this in the past, with a potential workaround using service workers to keep the game active in the background.

  • TheRealDannyyy

    Maybe you want to add this info to your guide for everyone to see.

    https://www.construct.net/il/forum/construct-2/how-do-i-18/how-to-integrate-steamworks-in-137049#forumPost947520

    Not sure what you'd like me to add where?

  • Ashley They updated the status tracker. Would appreciate if you could sneak this feature in whenever you find the time to do it.

    You can also feel free to privatly give me an "alpha" version of the updated plugin for testing if you like (therealdannyyy@gmail.com).

  • I was kind'a hoping of getting this answer when I previously asked if I should keep NWjs up to date and if there are any known issues with the latest version.

    But that's ok, next time I'll know when not to update.

    Are there any other issues like this documented somewhere around the site I should know about?

    I did an "Archive" section which holds the majority of issues with affected versions. I don't know much about Steamworks so I didn't really keep track of what's supported and not (same goes for Steam4C2).

  • Thanks for the update! With your test site, would be great if it had some default values, it says "haptic effect done" but I didn't feel anything (I'm using PS4 controller).

    Not all controllers are supported, it's a web thing. No clue if there is a list of supported controllers but generally don't expect every controller to work.

    Maybe try these values out: 0 | 1 | 1 | 1000

  • It looks like it might have shipped accidentally. It wasn't a listed release, the tracking issue isn't marked "fixed" yet, and the latest spec differs from what was shipped. I've asked for clarification on the tracking issue. Obviously we'd like to implement this but if it's likely to change in feature to what the spec says, it would be better to wait, otherwise we'll be writing code that is going to be broken in the near future.

    As long as we get official support for this in the near feature, I'm personally fine with this approach.

  • I am not affiliated with them in any way but....

    Enigma Virtual Box (free, ive used and works well) will allow you to turn your nwjs package into a fairly secure exe

    and Enigma Protector ($199, ive not tried) will allow you to hardlock the exe to a unique machine / user with unique licence serial number access keys distributed by yourself.

    both products can be found here.

    https://enigmaprotector.com/

    as TheRealDannyyy says though its likely all cracked allready if you go search the right places.

    But it would at least deter casual / lazy sharing of assets and game.

    also Im not sure if dev tools is accessible through nwjs apps, possibly not, but if it is it would make all this pointless.

    also if you are putting your game on steam I am pretty sure they have some DRM options.

    Those are valid options. Won't add this to the roundup though, too "hacky" for me and I generally try to avoid the use of 3rd party systems in any of my workarounds.

    You can completly remove dev-tools by using a custom build, see "How To: Hide/Prevent Chrome Devtools For The End-User".

  • The issue seems to have fixed itself in NW.js (0.32.0+). If someone experiences this in more recent versions after that, please leave a comment in the Github Issue and I will reopen it.

    ~ Bug report can be closed.

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  • For those of you who're exporting for Steam, what's the reason why you're not using C3 to export but still sticking with C2? (assuming you have both licenses)

    Is it because of the addons or because C3 NW.js ultimately still has more issues than C2?

    Which one is easier to work with theoretically (Includes implementing Steam Achievements)?

    Construct 3 all the way! Here are some things you get in C3's NW.js export that you don't get in C2:

    • Fully automatic selection and installation of NW.js builds
    • Option to select exporting platform(s)
    • Option to set up chromium args and other common features during export
    • Workaround for permissions issue on MacOS and Linux
    • Swiftshader software rendering support for systems that don't support WebGL at all

    These are just the things that I know off the top of my head, there is probably much more to Construct 3's NW.js implementation that I didn't discover yet.

    It's not really possible to give you a definitive answer for why people don't/can't switch to C3, the most common reason for not switching are not supported 3rd party plugins. No difference for Steam specific features, works the same for both C2 and C3.

  • I had no idea they shipped it yet. It's not on the release schedule. I was planning on adding official support once it shipped. Are you sure it works with all flags reset to default?

    Feel free to test it out yourself using the Rumble Testing Project I posted above in Chrome Stable M68 or NW.js Stable v0.32.0. and it should work out of the box. Fill in the required information and click on "rumble" (e.g. 0 | 1 | 1 | 1000)

    The Dev behind it added a separate flag just for vibration which is enabled by default. No clue why they didn't add it to the schedule, probably not an important enough feature for them.

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TheRealDannyyy

Member since 30 Sep, 2014

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