Deadly and sexy
- Dec 31, 2016
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I have the same problem, how can I call the call script before the title screen?Just to follow up, this version of nwjs seems to do something slightly different with the windows. If I call Graphics._switchFullScreen() or Graphics._requestFullScreen() in a plugin, when I start the game, it briefly flashes into full screen, then goes back to window. If I call those functions through a script call before the title screen (luckily I have pre-title events), the calls work just fine and the game starts in fullscreen seamlessly. (And F4 works fine either way.)
My guess is that the old nwjs used to set the window dimensions first and then process plugins, while this one loads the plugins before it sets the window, so the later call is resetting the plugin calls. But, just a guess.
In any case, if you were using those calls in a plugin to start in fullscreen, you might have to use them as a script call in-game (e.g. pre-title event)... or, this could be something with my set up only. I didn't actually test a blank project. YMMV.
If you'd like, I can upload a copy of my nwjs-win & nwjs-win-test folders onto Dropbox or Google Drive.I tried both, but it doesn't seem to work as I get drawImage error on boot.
I dont know why though, so I have no clue what I do wrong as I followed
the tutorial video 100% correctly.
the title scene works, new game does not, even on a clean project.
Everything you can update, you do update, it shouldn't be an issue, but usually it can havesome improvements on the gameHello.
I'm considering doing this for my MZ game. What version of Pixi would you recommend? I checked the file and it says v5.2.4. Should I leave Pixi alone?
I'm using v0.64.1 (64-bit). @ShadowDragon reports that 32-bit doesn't work. I imagine it's cuz I only downloaded the 64-bit SDK? Not sure, but for anyone that wants it, I have uploaded my nwjs-win & nwjs-win-test folders onto Google Drive. Simply replace your nwjs-win & nwjs-win-test folders, but remember to create a backup just in case.@Frostorm what version do you use?
Hey I could be misremembering but I'm pretty sure this error is a result of your settings in steamworks.No, my 64bit app doesn't work on 32-bit environments. Steam won't even allow the installation of it.
Can confirm this.Hey I could be misremembering but I'm pretty sure this error is a result of your settings in steamworks.
You should be able to configure what your game supports as part of the builds page. IIRC theres a checkbox there for 64 and 32 bit support for windows.
If you upgrade NW.js to version 0.49 or higher, it can break plugins that involve input or window manipulation. I personally recommend going with version 0.48.4 (the same one MZ uses). I haven't noticed any notable performance benefits from going higher than that, and it should be safe for all of your plugins.The only issue is that my gamepad configuration plugin isn't working anymore. Different buttons mean different things now. Odd. I'll try a different gamepad plugin to see if the issue is fixed.
Ah, I see. Would reverting from the newest version to 0.48.4 be the same process as I did before?If you upgrade NW.js to version 0.49 or higher, it can break plugins that involve input or window manipulation. I personally recommend going with version 0.48.4 (the same one MZ uses). I haven't noticed any notable performance benefits from going higher than that, and it should be safe for all of your plugins.
Yeah, it would be the same. But it's possible that you will start getting the NW.js profile error mentioned in the original post. If that happens, then you just gotta delete the files mentioned in the original post:Ah, I see. Would reverting from the newest version to 0.48.4 be the same process as I did before?
- To fix this error click your file explorer and type in %LOCALAPPDATA%/ (You can also go to users/*your user name*/Appdata/Local to achieve same effect)
- Then go into KADOKAWA\RPGMV\User Data\Default
- Delete both Web Data and Web Data-journal.