NW0.13.alpha5 Testing Report **Alpha6 Works!!**

Discussion and feedback on Construct 2

Post » Sat Nov 14, 2015 2:08 am

mapmerry wrote:I'm wondering if anyone else is not getting a mac 32 bit release now?
I reverted back to the nw.js before this one that I was using before but still don't get a 32bit IOS release so it may be the construct update and not nw.js.


Support for mac 32 has been dropped in the new update
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Post » Sat Nov 14, 2015 4:41 am

Definitely speed increase on the Mac side. Even when running this on Windows 8.1 VM got a large increase in performance.
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Post » Sat Nov 14, 2015 5:05 am

Cryptwalker wrote:Definitely speed increase on the Mac side. Even when running this on Windows 8.1 VM got a large increase in performance.


Yup, its a nice speed increase as well as stability.

Shame about the completely broken LocalStorage & Save/Load states.

Chromium so far has been 2 steps forward, 1 step back...

But it's getting there. It's close. I can feel it! :lol:
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Post » Sat Nov 14, 2015 9:42 am

Preview seems fine but on export i just get a black screen with both 32 & 64 bit windows. No errors just opens the game window and stays black.
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Post » Sat Nov 14, 2015 10:14 am

Right i found deleting the NWjs behavior allows my project to run now.. but local storage isnt working as it should, as mentioned by Silverforce.

Thats a real shame.
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Post » Sat Nov 14, 2015 10:27 am

spongehammer wrote:Right i found deleting the NWjs behavior allows my project to run now.. but local storage isnt working as it should, as mentioned by Silverforce.

Thats a real shame.


Good catch.

In the bugs section, I reported my exports worked but reading this, I realize I hadn't added NW.js to my project. When I did - black screen.
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Post » Sat Nov 14, 2015 11:56 am

@silverforce You mention that save games doesn't carry over, but does a save/load performed on the NW still work? Great news about the stutter and memory issues. All that's needed now is getting it up and running in a presentable state by february and I can rest easy for the release! :D
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Post » Sat Nov 14, 2015 1:43 pm

Tinimations wrote:@silverforce You mention that save games doesn't carry over, but does a save/load performed on the NW still work? Great news about the stutter and memory issues. All that's needed now is getting it up and running in a presentable state by february and I can rest easy for the release! :D


You can save and load for the session only. As soon as you exit and start again, it generates a new "temporary" folder in the IndexedDB folder where savestates are stored. It shouldn't be doing that. ;)

ATM its good for a demo, if you load your assets on the layout or have "on destroyed outside of layout", it will pre-load all the assets for that layout on startup, and it will be butter smooth from then on for hours without memory bloating.

I'm back on NW 0.10.5 for now because I'm play testing my game in its final phase, game-balance. Without the save working, it'll just be a waste of time playing with 0.13.a5.

If this isn't sorted by mid-December, I'm screwed because then I would have to launch with NW10.5 for Steam due to functional save-state. But that means I cannot upgrade to newer C2 (Scirra is dropping NW export support for older NW.js versions) or new NW versions due to save-state non-carryover. :cry:
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Post » Sat Nov 14, 2015 2:05 pm

@Silverforce can't you delay your release a bit? Releasing on a deprecated version like 10.5 sounds like a.. bad idea.
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Post » Sat Nov 14, 2015 5:56 pm

I released in Early Access, so savegame not carried over isn't an issue, players know the game is in development. But if Silver is releasing in full version then i would suggest to delay a bit.
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