Headbang Games's Recent Forum Activity

  • If you just need the overlay and achievements you can use the greenworks plugin.

    construct.net/construct-2/addons/83/greenworks/documentation

    If you have the video object in your project you better go with NWjs 0.29.4 and greenworks 13 (0.29.4).

    If not, you can go up to NWjs 0.30.5 with greenworks 13 (0.30.4).

    dl.nwjs.io

    Versions greater than 0.30.5 are not supported yet, you should follow up on greenworks for updates

    github.com/greenheartgames/greenworks/releases

    After downloading the greenworks plugin from github you need to edit greenworks.js and remove 'lib' from the path on all the requires.

    Example

    change

    greenworks = require('./lib/greenworks-osx64')

    to

    greenworks = require('./greenworks-osx64')

  • When The Rocky Horror Picture Show and Jack Black met Super Mario.

    Bad Pad, hard rock musical comedy metroidvanian platformer.

    The wacky premise of Bad Pad is told in songs and is set around a gamepad's buttons who came to life, their endless battles, tons of jumping, mind controlling machines and a little bit of time traveling.

    Join Square in his adventures, survive Evil Pen's hellish castles, help save Hexa and Trapezoid and probably the rest of the world!

    store.steampowered.com/app/517210/Bad_Pad

    badpadgame.com

    youtube.com/watch

    youtube.com/watch

    youtube.com/watch

  • TheRealDannyyy Thanks, I obviously meant outside of this post, I read your guides and all the comments plenty of times and it saved my ass more than once, I really do appreciate your time and effort!

  • 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?

  • Does this plugin has support for NWjs version 0.32.0?

  • Another in depth testing.

    Up to NWjs 0.30.4 greenworks 12 works fine.

    NWjs 0.30.4 - 0.30.5 greenworks 13 works fine.

    From NWjs 0.31.0 greenworks node library stopped loading, the overlay loads fine though.

    The new 0.32.1 is also not working.

    Ashley

    I'm releasing tomorrow and I really don't want to release without the achievements working.

    Is there anything I can do on my side beside rolling back to NWjs 0.29 ?

    I don't want to go to 0.30.5 cause of the video memory leaking bug.

    Should I expect issues with local storage saves after rolling back?

    If so, is there anything I can do to prevent it?

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  • TheRealDannyyy

    Since I updated to NWjs 0.32 greenwork achievements won't trigger anymore. I tried updating to latest greenwork 0.30.4 and it didn't help, anyone else has this issue?

    I also noticed this error in the console, I'm not sure where the '\\?\' before the path comes from.

    The node file is where it should be and the pathing in greenworks.js points to './'

    c2runtime.js:427 Failed to require Greenworks: Error: The specified procedure could not be found.

    \\?\Z:\SteamLibrary\steamapps\common\Bad Pad Demo\package.nw\greenworks-win64.node

    at Object.Module._extensions..node (internal/modules/cjs/loader.js:760:18)

    at Module.load (internal/modules/cjs/loader.js:623:32)

    at tryModuleLoad (internal/modules/cjs/loader.js:562:12)

    at Function.Module._load (internal/modules/cjs/loader.js:554:3)

    at Module.require (internal/modules/cjs/loader.js:661:17)

    at require (internal/modules/cjs/helpers.js:20:18)

    at Object.<anonymous> (Z:\SteamLibrary\steamapps\common\Bad Pad Demo\package.nw\greenworks.js:17:18)

    at Module._compile (internal/modules/cjs/loader.js:713:30)

    at Object.Module._extensions..js (internal/modules/cjs/loader.js:730:10)

    at Module.load (internal/modules/cjs/loader.js:623:32)

  • matpow2

    Hi Mathias , I also sent you an email a couple of weeks ago, did you receive it?

  • change 'not equal' to 'greater than'.

  • > I use ogv files in my project and it also happens.

    Ok that's nothing then. Weird thing is that I couldn't reproduce or at least notice this when using shorter WebM files. Perhaps the issue only occurs at a certain file size or video length.

    I'll keep looking for more convenient workarounds while the issue is still active.

    Headbang Games Could you do me a favor again and try to reproduce this issue with an exported project using Construct 2 r256 or earlier? I have the Steam version (no downgrade possible) and can't export with NWjs in the free non-Steam version.

    I don't think it's file size related, I have a 6 seconds 7mb video file that causes the same issue.

    I also don't think it's a C2 issue, since on previous versions of NWjs it works fine.

    I tried r256 and r253 (both before video autoplay fixes), still happens on both of them.

  • I use ogv files in my project and it also happens.

  • > I'm not sure if it helps, but I made a test with Pode HTML Div plugin.

    >

    > I added a video tag with the same video file, made it preload and let it play and it doesn't hang, memory and cpu usage are normal.

    >

    > It's a hack-y work around, but it's better than having your game crash, at least until this issue is resolved.

    >

    > here's the example:

    > badpadgame.com/videodiv.capx

    >

    > This is the DIV plugin:

    > construct.net/forum/extending-construct-2/addons-29/plugins-pode-html-pack-46896

    I guess it's good to know that there is a workaround for people that have to use newer, affected versions of NW.js but I'd still recommend using older versions instead of doing this.

    I'm a little hesitant about rolling back NW.js, can't it cause issues with storage files structure changes or other incompatibilities?

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Headbang Games

Member since 5 Dec, 2012

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