Up-To-Date Greenworks Support For Construct - Custom Prebuilds

7 favourites
From the Asset Store
Controller Support ,TouchScreen Support , Keyboard Support , Action Platformer, Lots of Animations
  • Sam Dimanche

    FYI - I created another Greenworks plugin, a 3rd party addon, described below:

    A few comments on my Greenworks plugin (Greengrinds.) It's free, it's an extension of the official C3 plugin. It works with nw.js and Electron (using Armaldio's Electron For Construct.)

    I added ACEs for the following Greenworks APIs: Cloud File, more Achievements, Stats, and DLC. It's also C3 only.

    I've tested it up to Electron 8.0.0 (Chrome 80.0.3987.86) with the prebuilds described in this thread.

    It does not yet have other extensions like matchmaking, etc.

  • Sam Dimanche

    FYI - I created another Greenworks plugin, a 3rd party addon, described below:

    A few comments on my Greenworks plugin (Greengrinds.) It's free, it's an extension of the official C3 plugin. It works with nw.js and Electron (using Armaldio's Electron For Construct.)

    I added ACEs for the following Greenworks APIs: Cloud File, more Achievements, Stats, and DLC. It's also C3 only.

    I've tested it up to Electron 8.0.0 (Chrome 80.0.3987.86) with the prebuilds described in this thread.

    It does not yet have other extensions like matchmaking, etc.

  • Thank you so much Mikal . I was aware this plugin existed, but for some reason I always shy away from third party plugins, however stable they might be. I don't know why. However, seeing how the official plugin has stagnated for so long I'll definitely go against this stupid unspoken rule of mine and use your plugin from now on :)

    As for Electron I didn't know it existed until recently. I've always used NW.js. I definitely need to investigate Electron to know what it can bring me :D

  • The Greenworks Prebuilds Downloader Website is now out of Beta Testing!

    All bugfixes and suggested improvements are now live. We've also recently been added as a recommended option in the official Greenworks Prebuilds GitHub Repositiory.

    Starting today, there will be no more update announcement posts. Please bookmark, like and share this topic for future reference. Up-To-Date Greenworks Prebuilds are automatically compiled and provided daily, as usual.

    Cheers!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The website makes it easy to choose the prebuild based on the OS, architecture and runtime required but are the prebuilds standalone (contains everything) or does the user need to install the original Greenworks (as found in Construct3 website, I think the latest version is for nwjs 33.3) prior to installing the prebuild?

  • The website makes it easy to choose the prebuild based on the OS, architecture and runtime required but are the prebuilds standalone (contains everything) or does the user need to install the original Greenworks (as found in Construct3 website, I think the latest version is for nwjs 33.3) prior to installing the prebuild?

    The prebuilds make it possible to use any NWjs version with your selected greenworks or greengrinds addon. What each addon itself requires to work, is still up to the addon developers. They usually have step by step guides themselves.

    Please follow the installation guide for info on how to use the prebuilds.

  • Has this been tested with Steam4C2?

  • Has this been tested with Steam4C2?

    It doesn't work with Steam4C2 because the developer decided to create his own private fork, making it impossible to compile Steam4C2 prebuilds.

  • The thing is, I am facing a resolution issue whenever my game is exported to nwjs version 33.3. Exporting to nwjs v46.0 (the latest version at the time of writing) gives none of that problem. That means downloading Greenworks v33.3r2 from Construct 3's website would not be useful. How then do I download the version of Greenworks that is compatible to my nwjs v46.0? Do I download directly from the prebuild website? Or how? I am a little lost here. And really appreciate some help.

  • The thing is, I am facing a resolution issue whenever my game is exported to nwjs version 33.3. Exporting to nwjs v46.0 (the latest version at the time of writing) gives none of that problem. That means downloading Greenworks v33.3r2 from Construct 3's website would not be useful. How then do I download the version of Greenworks that is compatible to my nwjs v46.0? Do I download directly from the prebuild website? Or how? I am a little lost here. And really appreciate some help.

    As I've already explained in previous posts. We have nothing to do with the addons themselves, we just provide the "backbone" that the addons make use of. That means that you can use the official and 3rd party plugins, regardless of the NWjs version requirements (except Steam4C2). Please follow the install instructions to get it to work with any NWjs version you like.

    Here is a graphic that will hopefully make things clear:

  • Everything works great for me on windows - and thank you very much for that! A Lifesaver! - but on my Mac if I change the package.nw to package.zip to unzip, add files, rezip, change back to package.nw then the game doesn't load - it loads the generic NWJS screen. Therefore it ruins the build.

    Did I miss something? Is the process different on Mac for opening the package.nw?

    Any tips on how to start troubleshooting this would be great! And thanks again!

  • Everything works great for me on windows - and thank you very much for that! A Lifesaver! - but on my Mac if I change the package.nw to package.zip to unzip, add files, rezip, change back to package.nw then the game doesn't load - it loads the generic NWJS screen. Therefore it ruins the build.

    Did I miss something? Is the process different on Mac for opening the package.nw?

    Any tips on how to start troubleshooting this would be great! And thanks again!

    Sorry I have no experience with Mac at all. It might be caused by the Mac permission and signing process. You could try to not generate a package.nw for Mac releases only.

  • > Everything works great for me on windows - and thank you very much for that! A Lifesaver! - but on my Mac if I change the package.nw to package.zip to unzip, add files, rezip, change back to package.nw then the game doesn't load - it loads the generic NWJS screen. Therefore it ruins the build.

    >

    > Did I miss something? Is the process different on Mac for opening the package.nw?

    >

    > Any tips on how to start troubleshooting this would be great! And thanks again!

    Sorry I have no experience with Mac at all. It might be caused by the Mac permission and signing process. You could try to not generate a package.nw for Mac releases only.

    Totally understandable - not expecting you to be an expert at all things Mac!

    I will look into it as I really don't have any experience with nw files, Mac stuff of this nature, or NWJS.

    When exporting without "packaging assets" on Mac it seems this package.nw is still created.

  • When exporting without "packaging assets" on Mac it seems this package.nw is still created.

    Sounds like a C3 bug to me. You should report it on GitHub.

  • Lou Bagel

    I just tested on Mac and it seemed to work for me (I could get my steam user name, etc.). I used latest nwjs (46) and clicked on do not package.

    app.nw is still created, but for me now, it's a directory (so I don't need to change the extension to zip, etc.)

    So, just to make sure, here is the file directory I am adding the SDK libs and the new *.node files to:

    Click on 'Show package contents' of nwjs application, then navigate to:

    Contents/Resources/app.nw

    Add updated *.node, steam *.dylib files, steam_appid.txt here.

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)