OrangeGreenworks - Steam Integration with Achievements and Time Log

BreakerZero

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Disregard this. Looks like my problem may have returned.

Also, I seem to be receiving invalid achievement name errors even with the quotes.

EDIT: In case it helps I'm using 64-bit NW.JS and here are the files as they are listed in my game install.
 

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BreakerZero

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After further analysis I have determined that my account is being read properly during playtesting so long as the app id file is present and I am testing from the Steam version. However, it doesn't seem to work properly when launched standalone. I'm at a loss - can someone advise?
 

Hudell

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Did you create the steam_appid.txt file?
 

BreakerZero

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As I said, the app ID file is present. It's when I deploy to Steam that I start having problems. I even have a debug menu set up to cross-check my Steam information, but on deployment it shows Play Test as the user (as if I didn't do anything right). I have also confirmed that the files are all present in their places.

At any rate, I've cycled one of my achievements by removing and re-adding it. I'm not sure if that'll make much difference but I'm willing to give anything a try.

EDIT: I probably should've included a snapshot of my debug menu implementation. In case it helps I also have an issue where adding the integration code in Steamworks launch options makes the game completely unplayable (in that it soft locks at boot, displaying only an empty rectangle and nothing else although the game still continues to run).
 

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Hudell

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Ah, sorry, I interpreted your last comment wrong. I'm assuming Steam was opened when you launched the standalone game. If it's open and there's nothing on the console, then I don't know what could be causing problems.
 

OneManIndie

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Question: Do I use
Code:
OrangeGreenworks.activateGameOverlay();
to get the Steam overlay to come up?
 

BreakerZero

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I think so, but I think it also depends on using --in-process-gpu which I have not been able to get going (as it immediately soft locks my game during startup).

In the meantime I finally got the plugin working in my game. I'm not sure how, but after I rearranged some of my logic related to Steamworks (particularly the platform detection used to determine how to handle achievements) it started to work without question. (Also, I switched from using the MV control variable interface to setting them in a script eval block, which I had to do anyway for the game not to crash on me when deploying to other platforms and storefronts e.g. Xbox, GameJolt etc.)

EDIT: I lied yesterday - unlock verification is still not working properly for the achievements menu. I changed the code on the F9 debug in the deployed game so that I would be able to check for achievement verification without having to copy over the SDK version of NW.JS, and all 100 switches which correspond to my achievements return true... and that's even for the achievements that I haven't yet unlocked.
 
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OneManIndie

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Hmm... It's a bit tricky, but let's look at it this way. Once we get this figured out, well have a much better way to integrate Steam for RPG Maker for others to use.
 

BreakerZero

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I finally figured it out: you need to add --disable-direct-composition in addition to --in-process-gpu, and then the game won't freeze. (Also, it turned out to be a more general issue with NW.JS.) You can also add it directly into your package.json by adding this under your js-flags (but before anything else e.g. your window settings):

JSON:
"chromium-args": "--in-process-gpu --disable-direct-composition",

That way the package.json looks something like this:

JSON:
{
  "name": "",
  "main": "www/index.html",
  "js-flags": "--expose-gc",
  "chromium-args": "--in-process-gpu --disable-direct-composition",
  "window": {
    "title": "",
    "toolbar": false,
    "fullscreen": true,
    "width": 1109,
    "height": 624,
    "icon": "www/icon/icon.png"
  }
}

After that just run the game and you have a functional overlay with no crashes.
 

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