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Hmm!? That’s strange...

If you’re using NW.js, then you should just use the NW.js version directly.

Also, NekoGakuen_SteamworksPlus_en_US.js is only an early translation version. The current NekoGakuen_SteamworksPlus.js v1.3.0 already includes the English translation, so you no longer need the separate translation plugin.

As far as I know, you should only need the NW.js files I provided, NekoGakuen_SteamworksPlus.js, NekoGakuen_SteamworksPlus_SteamUserStats.js (for the achievement functionality), and steam_api64.dll from the Steamworks SDK for everything to work properly.

Also, please make sure that the Steam Achievement ID configured in the Steamworks backend exactly matches the ID used for the achievement function.

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Ah, I see where I failed. I hadn't actually implemented the SteamworksPlus_SteamUserStats.js, since the translation plugin had all of the plugin commands for achievements I didn't think I was missing anything.

However, when I add SteamUserStats.js, I now am unable to boot the game in steam. No error message, just a loading screen that spins endlessly. If I disable the Steamworks plugins, it works fine. This is with the Electronjs version.

I went back and tried again with the NWjs version with all of the changes I've made, but then I get the initial Node error again. I'm going to try to go through the steps again with the Electronjs version...

EDIT: Tried again with the Electronjs version, still get the infinite spinning circle...

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Hmm... Or perhaps you could package and upload a simple game project for testing purposes only, with the plugins I mentioned installed? That way, I can take a direct look on my side and help identify what the issue might be.

As for the Electron.js part, it is normal for the game to crash immediately on the very first launch.

That’s because I designed it so that, during the first run, it will automatically modify part of the RPG Maker MZ core code into a version that Electron.js can read, and it will also generate a file named replace_done.flag as a marker indicating that the modification has been completed.

After that, launching the game again should work normally.

However, if you’re seeing the infinite spinning loading circle again, my guess is that you may have restored the js folder back to its original version—the one that has not gone through the automatic modification process.

In that case, you can simply delete the replace_done.flag file, and the code replacement process will run again, converting the files into a version compatible with Electron.js.

By the way, I wanted to ask—did you upload your build to Steamworks through the web interface, or did you use the SteamPipeGUI tool?

Okay, so I repeated the exact steps that I did before, only this time after compiling all of the files into the "Build-Windows" folder I attempted to run the game. It crashed on the first run just like you said it would, and created the replace_done.flag file. THEN I uploaded it to steam using the SteamPipeGUI tool. After that, the game boots properly AND the achievements work!!!! Thank you so much for taking the time to reply and help me diagnose and fix this issue!!!