Problem with Mac export using NW.JS

  • Hi guys,

    My game runs perfectly on PC, but the Mac version (same NW.js export) has a big bug : the game doesn't even pass the loading layout.

    One of the testers gave me thir error message :

    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 io.nwjs.nw.framework 0x000000010f90b561 0x10f41f000 + 5162337 1 io.nwjs.nw.framework 0x000000010f9245f7 0x10f41f000 + 5264887 2 io.nwjs.nw.framework 0x000000010f92484d 0x10f41f000 + 5265485 3 io.nwjs.nw.framework 0x0000000113d31312 0x10f41f000 + 76620562 4 io.nwjs.nw.framework 0x0000000113d30252 0x10f41f000 + 76616274 5 io.nwjs.nw.framework 0x000000010f8f4af9 0x10f41f000 + 5069561 6 io.nwjs.nw.framework 0x000000010f8f0896 0x10f41f000 + 5052566 7 io.nwjs.nw.framework 0x000000010f422127 0x10f41f000 + 12583 8 io.nwjs.nw.framework 0x000000010f422391 0x10f41f000 + 13201 9 io.nwjs.nw.framework 0x000000010f8c0fbf 0x10f41f000 + 4857791 10 io.nwjs.nw.framework 0x000000010f8c07de 0x10f41f000 + 4855774 11 io.nwjs.nw.framework 0x000000010f421992 ChromeMain + 66 12 io.nwjs.nw 0x000000010f1bad52 main + 530 13 io.nwjs.nw 0x000000010f1bab34 0x10f1ba000 + 2868

    Binary Images:

    0x10f1ba000 - 0x10f1baff7 +io.nwjs.nw (11.7 - 11.7) <FACF2B61-1E72-3E7D-AE6F-78D470902B48> /Users/USER/Downloads/healer'squest.app/Contents/MacOS/nwjs

    0x10f41f000 - 0x1155dc0e7 +io.nwjs.nw.framework (49.0.2623.87 - 2623.87) <1F8CF553-8A24-3A68-9C68-8C14764B14AF> /Users/USER/Downloads/healer'squest.app/Contents/Versions/49.0.2623.87/nwjs Framework.framework/nwjs Framework

    0x115bde000 - 0x115ce5ff7 +libffmpeg.dylib (0) <A8863D99-513A-3462-A638-1A6DB939CB3C> /Users/USER/Downloads/healer'squest.app/Contents/Versions/49.0.2623.87/nwjs Framework.framework/libffmpeg.dylib

    0x115dd3000 - 0x115e0afff com.apple.audio.midi.CoreMIDI (1.10 - 88) <4A755EA1-3CF5-32A6-8939-8D2998577406> /System/Library/Frameworks/CoreMIDI.framework/Versions/A/CoreMIDI

    0x115e33000 - 0x115e4cfff libexpat.1.dylib (12.20.1) <AA76E4CF-52F5-3CF9-907B-FBB80BAFB125> /usr/lib/libexpat.1.dylib

    0x7fff6437e000 - 0x7fff643b5007 dyld (360.19) <9D05FDF4-65CE-3B53-86D4-ABE1A5BF35F3> /usr/lib/dyld

    0x7fff85082000 - 0x7fff850bcff7 com.apple.DebugSymbols (132 - 132) <BDF57386-2881-35BD-9310-36904C764E93> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols

    0x7fff850bd000 - 0x7fff850c9ff7 com.apple.OpenDirectory (10.11 - 194) <5409AC27-3B83-3F35-8EB5-51228B4604AE> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory

    If you want to try the Mac build for yourself, here is the link.

    Any idea of what it could be, or should I put an entry in the bugs forum?

    Thanks!

  • I read on the forums that the MAC export has been broken for quite a while now. I'm not sure that this is still the case though.

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  • glerikud

    Thanks for replying. I read that somewhere too, that's why I announced my game for PC only at first. :/

    Any news on the Mac export with NW.js? Is it supposed to be working?

  • Hmm... no error for me (OS X 10.11.4), but it never seems to finish loading. The loading bar seems to just stop after the guy runs off screen.

  • Thanks for the report. I have the same experience as you. :-/

  • We solved all our Mac export problems by following these steps:

      Use Construct r216 for Mac export nw.js 0.10.5 "--file-descriptor-limit<10000>" and "--ignore-gpu-blacklist" arguments added to package.json No transparent PNGs in the game

    in runtime.js after export (non minified)

    replace:

    img_.onerror = function (e)

    {

    img_.c2error = true;

    anyImageHadError = true;

    if (console && console.error)

    console.error("Error loading image '" + img_.src + "': ", e);

    };

    if (this.isEjecta)

    with:

    img_.onerror = function (e)

    {

    if(img_.try===3){

    img_.c2error = true;

    anyImageHadError = true;

    if (console && console.error)

    console.error("Error loading image '" + img_.src + "': ", e);

    } else {

    img_.src='';

    if(img_.try===undefined) img_.try=0;

    setTimeout(function(){

    img_.try++;

    img_.src=src_;

    },50);

    }

    };

    if (this.isEjecta)

    Read these threads for more info:

  • If this can be fixed with a workaround from our side, then it might be a good idea to file a bug report to Scirra.

  • Thanks a lot for the solution StaticCloud , I will create a bug report in the bug forums.

    What do you mean by "No transparent PNGs in the game" ?

    There should be no transparent PNGs in the game? I guess I misunderstand you, as most games are using transparent PNGs.

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