Danwood's Forum Posts

  • Danwood I've tested things out on my end and there are some more issues as well.

    Since this is experimental and noone should use it for serious projects anyway, I've posted a request inside the official Github issue and it will hopefully be sorted out soon. If not, I will have to look into multiple workarounds, which may or may not be easy to implement.

    I've noticed the F11 thing as well... Thank you for your commitment! I'm looking forward to using this new feature as it makes the newer versions worth it for me, as after 0.23.6 performance decreased drastically, forcing me to stick with that version until now.

  • In the new releasaes, adding --enable-features=nw2 really improves the performance for me, but i get a X button when in fullscreen if i hover the mouse on top of the screen... any way to remove it?

  • Try exporting to NW.js v0.23.6 and see if there is still the junk.

    For me, the junk starts from v0.23.7 till the latest release. I think its a Chrome issue.

    I still use 0.23.6 for this reason...

  • Maybe try https://www.scirra.com/forum/plugin-converter_t190325.

    Does it just convers plugins, not effects?

    EDIT1: it worked! that's a life saviour

    EDIT2: well, it converted it and c3 imported it, project opened, but any instance with that effect doesn't work ingame (it's as it is deleted at creation...)

  • My project uses the Normal Mapping effect from this site:

    http://gameswarp.com/studio/construct-2 ... ng-effect/

    It's essential to my game to work as supposed to, but I cannot find a c3 version of it so i can't port my game to it!

    Can anyone help?

  • Con Normal Mapping be converted for C3?

  • Is there a version for c3?

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  • After updating to NW.js v0.29, my game does no longer show any webgl effect and runs extremely poorly! Am i missing something?

  • In general, anything you don't use doesn't affect performance. It sounds like a better idea just to change the settings of one behavior though.

    Thanks Ashley, i guess i'll just change the settings in the event, it happen once every X seconds so it'll not affect performance much i hope.

  • I know this seems like a silly question, but...

    In my game, an object needs different LoS configurations. I'm not sure if changing LoS parameters in the events (range, obstacles etc) when necessary, or just add multiple LoS behaviur to each object. Does just *having* multiple LoS (even if not used in the events) affect performance at all?

  • I've noticed a huge performance decrease from v0.24 (affecting 0.25 too)

    Anyone noticing it? Can someone confirm?

    UPDATE: basically, versions 0.23.6 and previous ones, and also 0.24.0 beta1, are NOT affected by this problem. 0.23.7 and 0.24.0 onwards are. Seems like the problem is not related to chromium, but is caused by an update (maybe to Node.js?) made around 20 july...

  • It's probably less confusing to users if you stick to the supported version on the forum.

    https://www.scirra.com/nwjs

    Which is exactly the one that's more CPU intensive, assuming you don't revert back to 0.23.0 <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

  • NW.js v0.24.0 (stable) is more CPU intensive than a previous version.

    The Beta1 from june 15, from my tests, uses much less CPU.

    https://dl.nwjs.io/v0.24.0-beta1/

    Just a warning, i don't know what's the reason, but i reverted back to Beta1 and stick with it until next version comes out <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

  • Danwood since Chris hasn't been online for almost a month now, I'll just provide a link to the version that was in my effects folder:

    Download

    Thank you!

  • Thank you Ashley!