Prominent's Recent Forum Activity

  • First of all, I used the technique in this thread:

    https://www.scirra.com/forum/update-guide-fix-jank-in-r190-node-webkit-export_t119896

    so that my game would use node-webkit version 10.5, which avoids the jittering experienced in newer versions.

    The post only describes how to replace the win32 files, so I'll share details on how to replace the osx32 and linux32 files. The process is exactly the same.. Although I'm unsure if you could replace the 64 bit versions for osx and linux.. I assume you could. Now that I think of it, you probably should (unless someone else has a good reason against it?).

    You download them from

    http://dl.node-webkit.org/v0.10.5/

    http://dl.node-webkit.org/v0.10.5/node-webkit-v0.10.5-osx-ia32.zip for the osx32

    http://dl.node-webkit.org/v0.10.5/node-webkit-v0.10.5-linux-ia32.tar.gz for linux32

    and if you want to dl the 64 bit versions, you can do that too. You can't dl 64bit for windows since that is a recent development, and as explained in the other thread will continue to jank.

    So once downloaded..

    I copy all the files in the zips to their respective locations in nodewebkitforc2 folder

    I find the Contents folder in the osx zip and copy that over the Contents folder in C:\Program Files\NodeWebkitForC2\osx32

    for linux I copy libffmpegsumo.so , nw , and nw.pak over the three files in C:\Program Files\NodeWebkitForC2\linux32

    Then I start up Construct 2 and export my project for node-webkit, which will create a folder with builds for windows/osx/linux..

    windows and osx are done and can be ran, but linux requires an extra step if you want it to run on newer distributions of linux. The issue about a dependency: https://github.com/rogerwang/node-webkit/wiki/The-solution-of-lacking-libudev.so.0

    What I did was download HexEdit from hexedit.com, and opened the largest file in your linux folder with it.

    Then I searched for libudev.so.0 and changed the 0 to a 1.

    A box might pop up that says if you want to disable readonly mode, and something else.. Do that..

    Make sure it is a 1 now rather than a 0.

    Go File > Save

    Now it is ready to run on linux.

    If I understand correctly, you may need to provide the libudev.so.0 version to users if they have older distribution of linux, so might be good to copy the file before editing it so that you have both versions..

    Last thing that you have to do in order to run it on linux once those files are on linux is right click the file and go to properties, then permissions and enable execute permission..

    I assume that is some common task users of linux perform? so I don't know how obvious that last step is since I'm not a linux user.

    Anyways, that's all I know

  • Aurel , I'll write one based upon what I understand, which probably isn't much, but it might be useful to some who are a bit hesitant/unsure about it. Give me a few moments to write something up.

    edit: alright, here is a link to the thread describing what I did.. https://www.scirra.com/forum/my-process-for-exporting-to-windows-osx-linux_t121514

  • Alright, thanks for the help guys..

    I managed to get it running on windows/osx/linux with node-webkit 10.5

    I used Hexedit to change the 0 to a 1, allowing it to run on newer distributions of linux.

    At this point, I am prepared to release the game, but will spend a little time seeing if I can polish anything else or improve anything that could use improving.

  • > they just happen (and can happen outside of the every tick logic, like you press a button, it should fire even if you are not currently reading the event sheet.)

    >

    I doubt that they "just happen". There is obviously work being done behind the scenes. I suspect there isn't much difference- triggers must be checked in some form every tick, otherwise how else would they know to fire when they're suppose to. Where do you get your information from?

  • If you have multiple objects using the same webgl effect, even if they're the same object but multiple instances, if you can put them on their own layer and apply the effect to the layer rather than the objects, it should have better performance. That way the effect is only applied once rather than multiple times.

  • Is it related with creating/destroying objects? I remember noticing stuttering/etc in one of my projects when multiple objects were created and/or destroyed within a short timeframe.

  • TiAm , alright, I replaced the osx32 files, and I had a friend test it on his mac. It worked for him, so I assume it was successful!..

    I still have to find someone to test the linux version.. but the issue about the missing dependency for newer versions of linux is worrisome as I'm not sure how to create that shell wrapper thing- if that can be done in windows, or if I need linux to do that?.. if I release on linux, would that be required?

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  • TiAm , that seems a bit outside my understanding. I guess I'll have to wait to release on those platforms.. Or just release the jittery versions and update them later when things are fixed.

    I don't know what files to replace. Would it work if I reinstalled the old version of construct that used the 10.5 node, and then copy those.. then reinstall the new construct2, and then paste over them? Or are there specific files I need?

  • I've often wanted those features while working with physics in C2. Would be great to have.

  • yes, I'd want this as well! I've ran in to this situation many times. Sometimes I can avoid it by planning my project well, but it'd be nice to have.

  • How would I go about replacing the osx and linux exporters with the 10.5 version? I replaced the win32 version, and that runs smoothly now. I'm under the impression that osx and linux still run jittery, and I want to fix this as I plan to be releasing a game soon.

  • Thanks for showing an alternative way. I'm thinking the Else would be quicker since it doesn't require calculating if count = pickedcount, right?

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Prominent

Member since 28 Apr, 2012

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