[UPDATED: 05.09.2017] The Big NW.js Roundup - Tips & Tricks

Discussion and feedback on Construct 2

Post » Wed Nov 30, 2016 3:38 pm

Maybe the lessons / workarounds listed here could be put into a tutorial and linked from the front page...?

Anyone with >5000 rep could then edit the tutorial as the info evolves over time - thus making it a good summary of the advice contained here (and doing that would save newcomers from having to read the whole thread for occasional gems of info, like the Steamworks thread). I could write one but it won't be until the weekend at the earliest (and it was @TheRealDannyyy 's excellent idea to begin with....).
A big fan of JavaScript.
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Post » Wed Nov 30, 2016 4:00 pm

Colludium wrote:Maybe the lessons / workarounds listed here could be put into a tutorial and linked from the front page...?
...

That's kinda missing out on the point of this, I wanted to sum things up with this and make it easy and understandable while doing so.
Thanks for your kind feedback.

BackendFreak wrote:I think that those who don't have anything to do with NWjs are not following this thread and those who do would appreciate to be up to date ASAP, so I would vote for updating it whenever there is a new info.

Noted.
Last edited by TheRealDannyyy on Wed Nov 30, 2016 9:40 pm, edited 2 times in total.
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Post » Wed Nov 30, 2016 8:57 pm

Updated the Roundup with the following change(s):
  • How To: Workaround Steam Overlay Not Appearing
  • How To: Use The Built-in NW.js FPS Counter
  • Some minor changes to make it look less like giant wall of text

Thanks for your suggestions, keep'em coming!
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Post » Wed Nov 30, 2016 9:07 pm

I too am in favor of keeping this whole thing as a thread with an updated first posting instead of a tutorial. For some reason, it feels a lot more accessible to me, and organic.
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Post » Wed Nov 30, 2016 9:52 pm

The part about custom builds is a bit iffy, for the same reasons they don't want to promote Electron.
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Post » Wed Nov 30, 2016 10:08 pm

newt wrote:The part about custom builds is a bit iffy, for the same reasons they don't want to promote Electron.

I mean it's not really my/our problem to deal with to be honest. It's always been possible to export and create desktop games as a free user.
Either way for cases like that there is the law, specifically the licensing agreement that we all have to agree with.
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Post » Wed Nov 30, 2016 10:35 pm

Well it's not like someone's going to get a game up on Steam using the free version.
There's the 100 event limit, and the $100 fee from Valve.
Then again it's possible to export to Uap, as well as Phonegap, and even apk using alternative methods as well.
Im just saying it would behove us not to make a billboard with a tutorial on how to do it.
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Post » Fri Dec 02, 2016 7:16 pm

Updated the Roundup with the following change(s):
  • How To: Only Have 1 Process While Running NW.js (NW.js V0.18.6+)
  • Added some minor info about the "package.json" files
  • The images used inside the post are now heavily compressed and should load faster

Thanks for your suggestions, keep'em coming!
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Post » Sat Dec 03, 2016 9:49 am

There's some great info on the front page.

I have one correction to offer - if you download the "Normal" version of NWjs then you don't need to add --disable-direct-composition to the "chromium-args" properties (the SDK simply does not exist and cannot be summoned in the Normal build by right-clicking or pressing F12 - ref (build flavours)).

...and I have a question. When disabling vsync (by adding --disable-gpu-vsync to the "chromium-args" properties) how can I then change the fps that the game is being run at to, say, 144 when my monitor refreshes at 60 Hz? I don't observe any difference to fps with the argument set (solidly 60) and that happens with or without a system minimum framerate being set.

Thanks.
A big fan of JavaScript.
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Post » Sat Dec 03, 2016 4:48 pm

Colludium wrote:There's some great info on the front page.

I have one correction to offer - if you download the "Normal" version of NWjs then you don't need to add --disable-direct-composition to the "chromium-args" properties (the SDK simply does not exist and cannot be summoned in the Normal build by right-clicking or pressing F12 - ref (build flavours)).

I assume you meant "--disable-devtools" and yes, you're right about the normal builds not having devtools at all.
However I would like to keep NW.js starters away from custom builds and let them install the "safe" NW.js builds by Scirra, usually adding the arg "--disable-devtools" should be enough to turn off all those ways to access the devtools (right-click menu's and F12).
On top of that you're still able to open the devtools if you like to, by eventing your own type of behavior like pressing a secret combination of keys.


Colludium wrote:...and I have a question. When disabling vsync (by adding --disable-gpu-vsync to the "chromium-args" properties) how can I then change the fps that the game is being run at to, say, 144 when my monitor refreshes at 60 Hz? I don't observe any difference to fps with the argument set (solidly 60) and that happens with or without a system minimum framerate being set.

I'm not sure if that is possible, I will look into that and see if there is a way to do that.
I predict that it's not possible because then there wouldn't be a need for THIS feature request. (Please consider leaving a Star.)
Technically we would drop down the frame rate from ~300fps to 144fps, so I guess It's like the thing they want to achieve.
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