SgtConti's Recent Forum Activity

  • Ashley , since this problem also persists in Chrome itself, i dont think it would be good to rely on only Roger/GnorTech to fix it,

    since the problem then still would exist in Chrome, but may be gone in Node-Webkit.

    So if already the problem doesn't is a problem of C2 itself, then i should follow it tracks back to Chromium and file a bug report to the Chromium development team itself.

    Right?

  • Problem Description

    I know NW 10 is only an RC yet, but still, it seems the text object in general needs an overhaul.

    Since not only this problem, seems to be one (Performance problem on mobiles).

    But now to the problem, the problem persists since Chromium 35+ that means Node-Webkit 10 (RC1) too.

    When the text in the text object changes, it either disappears/get invisible or get's "Blocky"

    Example further down.

    Note: The problem only exists when using WebGL renderer

    As already noted, the problems only exists when using WebGL.

    When using Canvas2D the problems are non-existent.

    [quote:tzh4ao5i]it seems the problem only occurs with webgl, not with canvas2d

    Description of Capx

    Launch it with either chrome or the most recent NW (10 RC1) with WebGL renderer, see the text being "Blocky" or maybe disappearing.

    Launch it then with Canvas2D and see that there is no problem whatsoever.

    A random btw note: The freezing problem in Node-Webkit can be resolved by adding the chromium argument: "--disable-threaded-compositing" as fluffrabbit noted.

    So yes, it really fixes it. Already added it to my json file in the exporter folder in C2 Please make that change for r174 (If not Roger fixes this in general).

    Steps to Reproduce Bug and use the Capx

    • Launch it with either Chrome 35+ or NW 10 Using WebGL
    • Watch the text being buggy.

    Observed Result

    This happens:

    Or it get's invisible, sadly i couldn't reproduce that.

    Expected Result

    It should appear like this:

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NO)
    • Internet Explorer: (NO IDEA)

    Operating System and Service Pack

    Windows 8.1 64bit

    Construct 2 Version ID

    R173

  • 1. You download an Updated version of Node-Webkit. (Win32)

    2. You extract the files from the ZIP.

    3. Then you copy the 6 files (You don't need Credits.html) into this location: %WhereC2IsInstalled%/Construct2/exporters/html5/node-webkit/win32/

    Could be that i got the Construct 2 installation folder name wrong, since i have the Steam version it's a bit different (Not from /exporters)

    4. You may notice there is 1 file that did not get overwritten, that is icudtl.dll

    Since Node-Webkit has a change in it's file structure and the file now is named icudtl instead of icudtl.dll

    you have to copy the file icudtl from the downloaded Node-Webkit folder, to your export location.

    You have to do this since i believe C2 does not copy this file too to the export location, since as i suppose it is hardcoded which files it copies.

    5. Now you can export your project, copy the icudtl file and then enjoy NW10 (Currently RC1), together with Chromium 35.

    //Note: There are some weird Text issues, where the text get's invisible/unreadable when changed, maybe Ashley could take a look at it ahead of time?

    //And yes im confident that this needs to be fixed within C2 itself, since i already met these issues in Chrome itself (34+)

    //But of course, as always, i could be wrong

    I hope this helps and is described clearly

    • Conti
  • joelbelo , are you testing it with Node-Webkit?

    If yes, it is not working yet, since NW doesn't work with the Multiplayer plugin as of yet.

    Anyway, a bit more information would be appreciated

    • Conti
  • Totally agree on this one, but i took it more of a "It's a feature, not a bug" approach.

    But while we are at it, a few additions to the Button object could be great:

    Condition - If disabled

    Condition - If hovered

    Condition - On Right Clicked

    Expression - Button State (Disabled, Enabled, Hovered)

    These additions might could come in handy, at least for me

    Especially the On Right Clicked and If Disabled is important for me.

    • Conti
  • The Node-Webkit version currently used in C2 (9.2) isn't working with WebRTC, since it uses Chromium 32 which has missing full WebRTC support.

    (I suppose it has something to do with the DataChannel, correct me if im wrong.)

    But Roger Wang and GnorTech is currently working on a Version 10 branch, with an updated chromium, to be exact, Chromium 35,

    which as i suppose supports WebRTC, i'll find it out soon when i tested it

    So my tip would be, update your node-webkit version in C2 to the pre-release V10 branch with Chromium 35 to test WebRTC.

    Since it is a pre-release branch you should be aware there could be bugs in node-webkit itself and so it may not be C2's fault.

    As a reference, in the live-Build system used to build every commit made to the NW github page (8,9 and 10 Branch. All 3 platforms), you can download a finally successfully builded WIn64 NW10 version: http://buildbot-master.node-webkit.org:8010/waterfall

    I hope i could help

    • Conti
  • hm, ok, Ashley could you maybe add an action to connect to an "Lan" signalling server for 100% offline multiplayer playing capability?

    I would be very gratefull for that

    • Conti
  • Ashley , thanks for the answer, my problem with this is, how do 2 players play together without an internet connection then?

    Also, if the player chooses "Lan" in my game, how can i then ensure that only people on the same network ca njoin him?

    It may be that i missed something there, but if not, then it may would be a great addition to make the multiplayer also work 100% offline

    • Conti
  • Thanks troublesum , i cant find anything about the LAN mode thats why i asked

    With it being automatically, it would be kind of stupid, since some may would want to set it manually (Lan Party for example).

    I think ill wait and see what Ashley sais. Thanks anyway

    • Conti
  • Ok, so i really tried my best figuring out how to make multiplayer work in LAN.

    Sometimes i thought it wasnt possible, but then i always again read these lines:

    "LAN game support for near-zero latency gameplay, including support for mixed LAN/Internet games"

    So, my question is, how?

    I got everything working with my multiplayer, im just cracking my head with figuring out how to do it in LAN,

    and waiting for NW 10 )

    This may be a question only for Ashley , but maybe some of you got an answer?

    Thanks in advance

    • Conti
  • I think it would be great if you would make links to each game, especially for the greenlight ones, since that may help them get more votes

    Anyway it's a nice initiative, maybe this could get a Sticky, but i think this should've been posted to the WiP section.

    • Conti
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  • Even the fastest programmer in the world couldn't get a platformer up and running from scratch as quickly as it can be done in C2, and there's lots of time savings throughout the program like that.

    Don't let Tommy Refenes hear that

    Writing code in a file is faster than dragging events in an eventsheet, also, writing everything yourself gives you more flexibility, you wrote that code by yourself and you know how it works under the hood, and it's easier to debug it with a console (You can use the Browser in C2 but eh, not really interesting)

    Well, Writing is faster, but when writing a whole game in for example C++, it is not faster. When having learned C2 really good, you are probably faster with it then writing native C++ code. Since C2 has most things simplified so it is really easy and fast to use. Also when writing native C++ you can have typos. That is almost impossible when using C2

    Finally, C2 is geared towards beginners, most notions like floats, arrays, pointers, classes, functions are all hidden or even removed from the user's perspective, which makes it not better than other languages, which are consise and allow you to do everything with a limited syntax.

    It is geared towards beginners, but has all functionalities you would want from an game engine, it's extendable and easy to use.

    Also, even though it is easy to use: Easy to learn, hard to master. There are many that don't know how to do complex things, since they haven't mastered C2, only a few here have, so mostly when people say C2 is limiting, it isn't C2 that is limiting, it is themselves. Also C2 really has Floats, Arrays, Classes (In some degree), Functions and Pointers (To some degree).

    At the end of the day, it all boils down to preference and what you are targeting. I've made several games with both C2 and native and I prefer C2. It's quicker in my opinion and it allows me to do everything that I want it to do. If there's something that I "couldnt" do, I usually later found a workaround.

    I couldn't agree more.

    That's why they made libraries,

    In a nutshell, it was made to be intuitive for beginners, but it's counter-intuitive to programmers,

    Gentlemens, we have an answer

    Libraries are awesome, but see, with the Javscript SDK for C2 you can extend C2 in some kind of the same way that if you would use a library.

    And i defientely don't see it being a counter-intuitive to programmers, if you need something that you know isn't possible in C2, code your own plugin/behavior.

    C2 is extendable, it's not limiting, if something is missing, you can extend C2 to your needs. It helps beginners understand basics of programming in simplyfying it with Visual Coding, and makes it for existing programmers easier to use,

    with the possibilty of extending the existing with something that will probably benefit a whole community.

    Anything i let out?

    • Conti
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SgtConti

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