Hello, littlemisssoso!
At the moment, I am not sure why this happens, as the bootstrap in the Steam Proton files shouldn't take the controller input. It could be a compatibility issue.
I'm looking into this.
Hello, littlemisssoso!
1 The failure to close the game properly is (most likely) an issue with the version of nwjs you are using. I'm looking into a solution that ensures that the game closes properly.
2. This should be added automatically by using the built-in Metadata Editor. Simply add it to the Chromium Flags section and click on Save.
A bit of an update: I have a suspicion that the code that checks if the app is packaged into an msix package might be causing crashes on Proton (since it doesn't implement the code that is necessary for it). Although I reccomend building a native Linux build, I'll look into better handling this scenario for the bootstrapper.
Hello, Software Wulf!
I can't say for sure why the Windows version doesn't work with Proton (as there could be some bits of code where Proton doesn't play well). However, you can use the Linux version of the Cook Tool Deluxe and create a native Linux version of the game (assuming that any dependencies for the game are also compatible with Linux).
If I recall correctly, the SteamOS has a desktop mode, so you could set up the tool on the Deck. Alternatively, using the Windows Subsystem for Linux would also set up a Linux environment so you can use the Linux version).
Ahoy! A bit of an update regarding that issue: the issue turns out to be how the book plugin tries to find it's name. Since it's loaded via nwjs' built in mechanism (since the compiled version of the plugin can't be loaded through normal means), trying to find the name via looking up in the document, it will return null, thus breaking it during launch.
This was certainly a tough bug to figure out. But it was a pattern that I saw in other plugin. Took me a while to notice it here as well.
The current workaround for this is to hardcode the name.
Hello, jbariller!
The saves are stored depending on the plugin's settings. As a quick reference:
I am aware of this: RPGMaker Data Folder Encrypter by coffeenahc (itch.io)
Hello, Arxxur!
At present, encrypting game data without packaging is not feasible. However, you can encrypt your game files using RPG Maker's export function and then compile the source code, which is an option in the project settings. This method will safeguard your game's assets and code, and there are plugins available to protect the database. Be aware that some plugins might not function correctly after compilation.
A fix for the user agreement file is changing the code a bit, where it should look up the base folder of the game's executable, instead of the base folder. For example, to return the folder for saving that file, it could be like this:
return path.join(path.dirname(base), "UserConfig");
base (in this case) would be the executable (usually found with something like
var path = require('path'); var base = path.dirname(process.mainModule.filename);
Send me a screenshot, when you are able to.
Hello, reginaldbrown912!
Hello!
While I'm looking into the issues, please send in the logs that the tool creates. You can use the Migration and Diagnostics Assistant (it's in the Downloads page) and click on Extract Logs. Compress the logs into a zip file and send them to me, either via Discord (aceofaces) or via email (studioace [at] outlook [dot] com [dot] gr).
Is the Game present in the Task Manager? If it is, there might be a bug that persisted in newer versions of the tool (since version R5.02 had a typo in the cache settings and it was fixed in version R5.03 Update 1). If possible, reset the default settings and attempt to build a version of the game.
For recipe files, it's an easy fix: Open the Project Settings -> "Compiler and Packer" -> Halva Settings -> Relative cache location. Remove the first / character (it should something like path/to/location, not /path/to/location).
This could also happen if you are using version 0.29.4 of NW.js. That version doesn't seem to work properly with Halva.
Ahoy!
Currently, I don't have a Mac that would allow me to build a MacOS version. I have implemented code that is specific to Mac, but it needs additional changes so it can work fully in MacOS.
As for the save issue, I know a plugin that works with more platforms (sans web and mobile), but I cannot find the site that has it. I have the a backup of the plugin here: https://pastebin.com/ZGTmPAt9
EDIT: Uh... I noticed that this is for MV, not MZ. Not sure if there's a version for MZ, but there might be one, somewhere.
Hello, Orachi.
This is due to a quirk of the engine. Normally, the game saves on the save folder that is in the game's files. But, if the compression is set to Zip (package.nw), nwjs temporarily unpacks the files and deletes them when the game closes (which deletes the save files as well). To fix this quirk, you'll need to use a plugin that changes the save location.
[MV/MZ]: MVMZ-Advanced_ChangeSaveLocation/Advanced_ChangeSaveLocation.js at main · BossRpg/MVMZ-Advanced_ChangeSaveLocation (github.com)
Hello, Redux_Soul!
This tool compiles the source code to binary that nwjs understands and packs the files into an archive (or packages), if you wish. While the tool itself brings pretty good protection, dedicated folks that know how to disassemble games will figure out how to break it open. There is not silver bullet that can make games crack proof. Still, if you want to protect it as best as possible, you can;t go wrong with it.
Hello,
Depending on your settings, you should be able to still support mods. If the game's files are simply packed, it's pretty easy to add this via a mod launcher. If the source code is compiled, modifications to the mod plugin and providing a tool to prepare the mod is required. I'd be happy to provide some custom tooling for you.