TheRealDannyyy's Recent Forum Activity

  • Good Job TheRealDannyyy;

    Global.gc (); only unload the audio from memory?

    Thanks and Global.gc (); is actually the same as pressing the bin icon in the browser console.

    Basically everything that's in the queue (mostly audio) will be unloaded instantly.

    It's a very powerful feature which unfortunately doesn't get enough attention from NW.js users.

  • I've created a bug report. Check it out and subscribe if you like: Link

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  • Problem Description

    Chromium M64 (NW.js v0.28.0) is warning about an upcoming depreciation of an audio related feature.

    I assume the feature that is using this depreciated code will stop working in M65 and needs to be updated soon.

    Attach a Capx

    Description of Capx

    [Deprecation] AudioParam value setter will become equivalent to AudioParam.setValueAtTime() in M65, around March 2018  See https://webaudio.github.io/web-audio-api/#dom-audioparam-value for more details.
    instanceProto.onCreate @ Audio_plugin.js:2509
    [/code:3csb92ro]
    [b]Steps to Reproduce Bug[/b]
    [ul]
        [li] Create a new project
        [/li][li] Add the audio plugin
        [/li][li] Preview the project in Chromium M64[/li][/ul]
        
    [b]Observed Result[/b]
    The console gives out a warning.
        
    [b]Expected Result[/b]
    No depreciation warning.
        
    [b]Affected Browsers[/b]
    [ul]
        [li] Chrome: (YES)
        [/li][li] FireFox: (NO)
        [/li][li] Internet Explorer: (NO)[/li][/ul]
        
    [b]Operating System and Service Pack[/b]
    Win 7 64bit
        
    [b]Construct 2 Version ID[/b]
    r252
  • I'm currently running Construct 2 v.252 and NW.js 0.28. But I was referring specifically to the NW.exe icon (in the win32 and win64 export folder). The window titlebar icon and the taskbar icon are the ones in the project's "files"-folder.

    I'm going to send our demo out to publishers/investors eventually and personally I think it looks a lot more professional to have the game icon in the folder, rather than the NW-icon. But from what I'm gathering changing the NW.exe icon can only be done through the resource hacker tool?

    Yeah the source icon is still not permanently being replaced, you will have to use Resource hacker.

    You can find out how to do it in my Roundup, go to "How To: Set Your Own Application Icon".

  • TheRealDannyyy I'm trying this out with Construct 2.52, and I always get a standard NW.js icon. Does the icon-128.png have to be a certain png-format? (like PNG-8 instead of PNG-24 or something) Whatever I'm doing, I always get the NW.js icon.

    Tested using NW.js v0.27.2 and it works just fine. It's impossible to select a png-format for the game icon files so that can't be the issue.

    Maybe something is messed up inside your package.json file, please check if you have the line which specifies the use of the png/icon file ("icon": "icon-128.png").

    Just to make things clear, NW.js is automatically applying the png/icon file when starting your game, it doesn't replace the source icon from the executable.

    Meaning that you still need to use resource hacker in order to replace it completely (e.g. for distribution platforms that use it).

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  • Linux NWjs Webfonts Problem & Solution:

    Problem:

    When using webfonts with NWjs on Linux, the fonts don't apply & everything is times new roman (or your computers default font)

    Why:

    This is because for some reason on Linux when extracting the font files they will be downcased (ie Fun-Font.woff -> fun-font.woff).

    Solution:

    To fix this, simply rename your fonts (and the names in the associated css file) to be all lowercase in the first place!

    Webfont tutorial:

    https://www.scirra.com/tutorials/237/ho ... fonts#h2a6

    Notes:

    I dont really know if this is a Linux or NWjs thing, but the workaround is easy enough...

    Doesn't Construct 2 lowercase all filenames from external files on export by default?

    I remember it doing that but if not I will add this as a workaround soon.

    Thanks for the heads up!

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  • Sup,

    I wanted to quickly ask about the progress of the Steam Lobby feature?

    Is it stalled by something from NW.js's end or just a difficult thing to implement?

  • I came across 2 issues with the plugin that happens even with the example cap.

    The first is that when you go into full screen, the mouse seems to be locked to the previous window size. This can be worked around by disabling the mouselock, then re-enabling it.

    The second issue seems to happen randomly. When I preview your cap file, I click on the viewport to activate the mouse lock. Then if I just move the mouse around for a few seconds, the cursor will jump locations. Any chance you could look into this?

    I gave it over to Armaldio a couple of days ago, these bugs are quite difficult to fix but it should be possible (hopefully).

    Sorry for the late response. I will keep you posted about the progress.

  • Awesome! This plugin got released just in time for my 2D shooter's weapon wheel. When the weapon wheel UI pops up, I need to get mouse input even if the mouse is at the top limit of the screen. The mouse raw input did the trick. Thanks!

    Cool, glad that you also found use for mouse locking in your game!

    It might be worth mentioning here since I forgot to do it in the main post but this plugin doesn't support minifying.

    If anyone is minifying their game on export, it will unfortunately break this plugin at the current state.

  • Hello Everyone!

    If you're interested in native-like pointer locking for your projects and games, no need to wait anymore.

    Feel free to click the link and download a new stable and enhanced mouselocking plugin.

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TheRealDannyyy

Member since 30 Sep, 2014

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