[Feature Request] It's Time To Polish NW.js Exporting

Discussion and feedback on Construct 2

Post » Sat Aug 20, 2016 1:03 pm

Quick Introduction:
Some of you might already know me as the annoying "critical" guy from my previous complaints about some of C2's mechanics.

The Reason Behind This Post:
I believe that the majority of C2 developers that export their games to desktop already know
or currently have to deal with the following problem: Extremely long exporting times.
Especially users with an AMD CPU seem to suffer from this issue, based on comparisons on my end.

Reproduction + Cause Of The Problem:
From my previous tests with exporting a fairly large game with NWjs, I could clearly identify the "packaging" as
the cause for the long exporting times.

Possible Solution:
I'm not an expert and just have some minor background information about the whole exporting process.
However my guess would be that packaging for each platform, might not be the best method to export NWjs games.
Based on this conclusion my suggestion would be to "polish" the exporting window and add additional options
to separately export your project. (Windows [32/64 bit] | Linux [32/64 bit] | OSX [64 bit])

Some Last Words:
We all know that you are a busy man @Ashley and we surely appreciate that you didn't abandon C2 and still provide us
with monthly maintenance updates. If there are any problems that are stopping you from adding this suggestion,
feel free to inform us about them. I hope you understand that quickly exporting with NWjs is an important feature
for the most of us because plugins such as Greenworks or @Madspy 's Steam4C2, only fully function that way.
Last edited by TheRealDannyyy on Sun Aug 21, 2016 1:42 am, edited 1 time in total.
ImageImageImage
B
60
S
22
G
78
Posts: 646
Reputation: 44,730

Post » Sat Aug 20, 2016 1:37 pm

The package.nw files are the same in each export folder and do not take up any extra resource to be compiled (beyond the small time taken to copy/paste the NWjs folders from the NWjsForC2 folder...).

Have you tried exporting and not selecting image compression and script minify?

To make the export almost instant (ie like preview) then we would need an option to prevent sprite sheet creation for the export - but then your tests would not produce representative performance results because of their lack of use of sprite sheets.
A big fan of JavaScript.
B
74
S
20
G
69
Posts: 2,205
Reputation: 43,832

Post » Sat Aug 20, 2016 1:59 pm

Colludium wrote:The package.nw files are the same in each export folder and do not take up any extra resource to be compiled (beyond the small time taken to copy/paste the NWjs folders from the NWjsForC2 folder...).

Have you tried exporting and not selecting image compression and script minify?

To make the export almost instant (ie like preview) then we would need an option to prevent sprite sheet creation for the export - but then your tests would not produce representative performance results because of their lack of use of sprite sheets.

I never minify scripts because it tends to break custom plugins. I also use the default for image compression (PNG 32).
Despite the fact that the spritesheeting takes a while, I can confirm that the packaging is the cause of the problem on my end.
Even my laptop exports faster than my PC at this point, which seems to be caused by the AMD CPU.

Anyway, I wouldn't like to consider issues on my end as an excuse for not having this feature.
ImageImageImage
B
60
S
22
G
78
Posts: 646
Reputation: 44,730

Post » Sat Aug 20, 2016 4:30 pm

>Image count has a huge impact on preview and export times
>Probably won't see any improvement here until C3
>Don't buy anything from AMD
>Stencyl's preview/export times are significantly longer. I am quite alright with C2's after learning this.

S'all I got.

I would like to see NW.js build options though. I don't care if 4 different builds take the same amount of time to process; it's really annoying having to delete a bunch of them and rename folders every single time.
Image
B
243
S
30
G
13
Posts: 1,787
Reputation: 18,770

Post » Sat Aug 20, 2016 6:33 pm

Tokinsom wrote:>Image count has a huge impact on preview and export times
>Probably won't see any improvement here until C3
>Don't buy anything from AMD ...

Yeah, this is the first and last AMD product that I'll ever buy, at least my heating costs are at an all time low (I'm not even joking about this :P).

Nobody knows what will happen with C3 and if we will see any major improvements.
Judging by the current information we got, it doesn't look well for the exporting side of things.
Anyway, I don't want this topic to turn into a discussion about C3 and it's possible features.
ImageImageImage
B
60
S
22
G
78
Posts: 646
Reputation: 44,730

Post » Sat Aug 20, 2016 7:09 pm

TheRealDannyyy wrote:Nobody knows what will happen with C3 and if we will see any major improvements.
Judging by the current information we got, it doesn't look well for the exporting side of things.
Anyway, I don't want this topic to turn into a discussion about C3 and it's possible features.

Ashley confirmed in-editor spritesheeting for C3, which should boost preview & export times considerably.
It's kinda hard not to mention C3 when it comes to new features and even improvements to existing features. C2's all light maintenance and bug fixes now.

Also I made a very similar thread a long time ago. Ashley's response was just this.
Image
B
243
S
30
G
13
Posts: 1,787
Reputation: 18,770

Post » Sat Aug 20, 2016 11:20 pm

Tokinsom wrote:
TheRealDannyyy wrote:Nobody knows what will happen with C3 and if we will see any major improvements.
Judging by the current information we got, it doesn't look well for the exporting side of things.
Anyway, I don't want this topic to turn into a discussion about C3 and it's possible features.

Ashley confirmed in-editor spritesheeting for C3, which should boost preview & export times considerably.
It's kinda hard not to mention C3 when it comes to new features and even improvements to existing features. C2's all light maintenance and bug fixes now.
Also I made a very similar thread a long time ago. Ashley's response was just this.

Where did he confirm that, was it inside a post on the forums? Please send me a link if possible, that sounds great.
Last edited by TheRealDannyyy on Fri Sep 02, 2016 12:35 pm, edited 1 time in total.
ImageImageImage
B
60
S
22
G
78
Posts: 646
Reputation: 44,730

Post » Sun Aug 21, 2016 3:03 am

TheRealDannyyy wrote:Where did he confirm that, was it inside a post on the forums? Please send me a link if possible, that's sounds great.

viewtopic.php?f=146&t=154005&p=980155&hilit=in+editor+spritesheeting#p980155
viewtopic.php?f=146&t=161909&p=981482&hilit=in+editor+spritesheeting#p981482
viewtopic.php?f=146&t=152421&p=962544&hilit=in+editor+spritesheeting#p962544

In these threads Ashley talks about in-editor spritesheeting being a goal for C3, and it requiring architectural changes that won't happen in C2. This was all regarding preview times but it affects export as well.

I don't mean to speak for him nor say this is the ultimate solution to faster export times, but to my knowledge this will help a lot and is probably all we can expect for a while.
Image
B
243
S
30
G
13
Posts: 1,787
Reputation: 18,770

Post » Sun Aug 21, 2016 3:41 am

Just curious, how long does it take OP to export his game into nwjs?

It take me less than several minutes to export mine as reference and I have zero issues with the process.
B
36
S
18
G
11
Posts: 248
Reputation: 8,694

Post » Sun Aug 21, 2016 11:11 am

Tokinsom wrote:I would like to see NW.js build options though. I don't care if 4 different builds take the same amount of time to process; it's really annoying having to delete a bunch of them and rename folders every single time.

Agreed. I +1 this request. Most of the time during development we don't need all the possible exports NW.js can do. If it could be customized that would be great. It's more of an annoyance on most computers to just delete the unnecessary files, but on a notebook with a 128/256GB SSD only, exporting big projects with NW.js can affect more seriously the remaining free space on the drive.
B
135
S
33
G
17
Posts: 1,557
Reputation: 20,715

Next

Return to Construct 2 General

Who is online

Users browsing this forum: mihirolover and 9 guests