Colludium's Recent Forum Activity

  • Web fonts are pretty but a pain to get working. You need to create a hidden instance of each text object at the start of layout and assign it the web font at the same time. You can use a wait and destroy it later. I have found that this doesn't work with all web fonts and the only way to know is to test/preview on a computer that doesn't have the font you're using installed.

    Does this happen if you export and run NW.js without Steam client?

  • Don't command writing text objects every tick - I'm guessing, if you're not using sprites. Setting the text in a text object takes up a lot of processing time....

  • Ashley, sorry no, because when I last installed r218 and the alpha NW.js my game wouldn't run for the lack of Ajax and greenworks support. I did test in Chrome and Firefox however and Alt+Enter caused a stable full screen toggle in both (but not in Chrome Canary)...

    MadSpy is the greenworks oracle....

    - it's not very clear which files go with which version of the plugin and which version of the sdk. My guess is that's where your problem lies... Fingers crossed!

    - Mmmm! The only other thing I can think of is to check that you're including the correct steam_api.dll files and steam_appid.txt file in the package.nw? If you think that these are the correct ones, try exporting a simple project to nw.js with the greenworks plugin included and those files listed above. If the test runs in nw.js then you know you have the right dll and appid files for the plugin (and a problem somewhere else in your game), and if it crashes then you know those files are somehow incompatible.

    - after export, you need to rename the yourgame.exe node file to nw.exe for it to be able to run.

    , once you've added the Greenworks plugin then you become unable to preview using nw.js because of the errors you've identified. You can still test using Chrome, or via nw.js export.

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  • OK Solomon, all of my points were meant to directly address your questions, some of which had been repeatedly answered already... If someone doesn't understand your meaning then it's not traditional to blame the reader for any ensuing confusion.

  • Soloman, to answer your points:

    1. Go to the Scirra front page, click on "Learn More" then scroll down to Multiplatform Export where you will learn of the nw.js export for desktop. After reading this you would have to search google to learn about it if you were not familiar. You could also read some of Ashley's blogs like this blog about export options.

    Regarding your other point here, can you please explain what deals would be broken by such file sizes - you have not made this clear..? Just FYI, Elder Scroll Imperial Edition is >110Gb, so what upper limit are you referring to?

    2. If you can preview in Chrome then you can see what a nw.js export will run like. I am not sure what your reference about piracy is for exactly - but you should not expect to get everything for nothing when Scirra are running a business.

    3. Google search nw.js github, which should be a natural inquiry (see point 1). There is plenty of information on github. You are confused about file size and performance.

    4. You clearly do not understand what nw.js is - c2 only exports html5 and that exported product can then be wrapped by nw.js to be played on desktop. All of the c2 games on Steam are wrapped using nw.js in that way, and in spite of your concerns I am not aware of any buyer being worried about download file size.

    5. Yes, but c2 games cannot be played in a DVD player, so I presume you are considering selling DVDs with your game recorded inside. If so, they will still need to run on the operating system of choice - this is a html5 engine, remember, and all exported games need to be wrapped if they are not to run in a browser (see point 1). If you're concerned about your buyers running out of disk space then I think it's highly unlikely that a 100 Mb addition to any game will be of concern to someone with a 1Tb drive.

    It is worth also considering that you could also publish for Windows 10 directly....

  • Perhaps it's about time for a complete rework of the shadow caster behavior to support multiple light sources so it would be useful in a real game by not creating weird shadow artifacts...? Something like illuminated.js... There's an illuminated.js editor demo here to show how simple and effective it is.

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Colludium

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