OrangeGreenworks - Steam Integration with Achievements and Time Log

burb

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try without the plugin command


use the script command fomr editor rpg maker mv and copy paste the same stuff


for me this is the way I make it work.


Good luck! 



Wow! That did it! All this time I just had it in a plugin command instead of a script command! Thank you so much!


I've checked that it's unlocked the achievement on my profile and it worked. Thank you!!!
 
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Val

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Any plan to have some free time to update your plugin @Hudell?


Having the cloud saves working or trading card or any improvement would be really nice :)
 

AestheticGamer

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Anyone know if there's anyway to get this to work with Mac? I've got it figured out for Windows, but for Mac I have had no such luck I think in big part since there's no .exe to name (as Mac runs on .app and all that). Any work around or the like would be appreciated, but I do ask since I know I'm not the first with this problem.
 

Hudell

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I'll update the plugin with the missing features soon, but I don't have any way to test it on a mac :/
 

AestheticGamer

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I'll update the plugin with the missing features soon, but I don't have any way to test it on a mac :/



I've got people testing the game I'm utilizing it for in question who have Macs, but don't have one myself. I can say the issue is that when you export a game for Mac, it lacks any sort of .exe to rename to NW, the Mac exports a .app file to be read by mac, but renaming the app file to NW does nothing, so the issue is identifying what nwjs on mac needs that's similar to the reasoning of why you need to rename game.exe nw.exe on PC.
 

burb

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I've noticed that when running the game as a Steam build, the achievements work correctly.


However, if you deploy the game and don't run it via Steam (such as with Steam closed or offline) the game will crash with a "type error undefined" message whenever an achievement is supposed to activate.


Is there a way around this? I want to release my game on Steam as well as via my own website for people who don't use Steam.
 

Hudell

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I've noticed that when running the game as a Steam build, the achievements work correctly.


However, if you deploy the game and don't run it via Steam (such as with Steam closed or offline) the game will crash with a "type error undefined" message whenever an achievement is supposed to activate.


Is there a way around this? I want to release my game on Steam as well as via my own website for people who don't use Steam.

First time I'm hearing about this. I'll try to make the same error happen here to fix it ASAP.
 

burb

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First time I'm hearing about this. I'll try to make the same error happen here to fix it ASAP.



Thank you for looking into it :)


Have you managed to replicate the same issue?
 

burb

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Just as an update to this issue: The error also occurs sometimes when running the game through Steam (build & depot live on Steam and game freshly installed from Steam client).


If the user's internet connection cuts out, and OrangeGreenworks checks for an achievement, the whole game can just crash. It doesn't happen every time, but it shouldn't happen at all.


I think there basically needs to be a failsafe in the script that checks to see if the user is connected to Steam before trying to unlock an achievement. If there's no connection to Steam, the game needs to skip the achievement check.
 

Hudell

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Oh, I had just fixed the previous issue earlier today, but I'll need an extra check for when the user loses connection. I'll probably have both fixes online by tomorrow.
 

burb

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Oh, I had just fixed the previous issue earlier today, but I'll need an extra check for when the user loses connection. I'll probably have both fixes online by tomorrow.



No problem at all! I really appreciate you looking into it. Thanks for your help!
 

Val

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I have the same issue as described when you are anot connected to steam and win an achivement it's function is undefined and crash the game :(


Thanks for your support Hudell :) Maybe you will get some time to implement the cloud saves files from greenwork ? ;)
 

Hudell

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Yup, I'll throw in the Cloud functionality too.


To fix the issue with the game crashing when Steam is closed, I'll need to update to the latest version of greenworks. This means that the original Game.exe that comes with MV won't work anymore, but I'll share a replacement Game.exe (And this one doesn't need to be renamed to nw.exe like the original).


Thanks to this, I'll also be able to update the steam SDK version more often.
 

Val

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Yup, I'll throw in the Cloud functionality too.


To fix the issue with the game crashing when Steam is closed, I'll need to update to the latest version of greenworks. This means that the original Game.exe that comes with MV won't work anymore, but I'll share a replacement Game.exe (And this one doesn't need to be renamed to nw.exe like the original).


Thanks to this, I'll also be able to update the steam SDK version more often.



That's really a great news! I will beta test everything you have new with pleasure :) This will help a lot of games to become even better with new great features :)
 

AestheticGamer

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I will be glad to beta test as well. I appreciate your hard work to update this and replying quickly to people's inquiries. I'm currently working on a game that uses your script and I have a few dozen beta testers helping test it (including some on Mac), so I can certainly report what I and they find.
 
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Val

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Well, the plugin is updated (link in the main thread).


Edit: Updated the instructions on my blog.



Question? Are you going to add some info on the how to config the Steam Cloud plugin? or is it working alone by himself with greenwork 0.70 and nw.js v0.17.3? 


Thanks for your help and support!
 

Hudell

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Once you configure the new OrangeGreenworks, adding OrangeSteamCloud should automatically enable save file syncronization without any extra settings.
 

Val

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Once you configure the new OrangeGreenworks, adding OrangeSteamCloud should automatically enable save file syncronization without any extra settings.



What size by users quota did you put for Steam Cloud so the Auto Setting start to work with your project? Or did you leave it blank? In your Steam dev account.
 

Hudell

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I configured that so long ago that I completely forgot it was a custom size. I'll check it in the morning. 
 
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