adamcreator's Forum Posts

  • It's kinda odd. I know there was a crackdown on all the lewd games but there's actually still a bunch of those online on steam. I don't see how skimpy attire would be an issue as to outright ban the game.

    Maybe try here?

    https://steamcommunity.com/groups/steamworks

    Edit: seems like you already did post there

    Edit2: Ok I'm really curious now what exactly got you banned. If you want drop me an email with a screenshot or two, wackytoasterfrq@wackytoaster.at I can't really help you though...

    The only thing I need to do is find a way to 'unban' the game submission page so that I can make the needed edits. I have no interest in forcing Steam to release a game they absolutely can't, and wouldn't expect them to do so; I just need them to unlock my ability to make the adjustments needed. As I told Steam support, the edits I would complete in even less than a day will already obliterate all trace of any issue to anyone playing the final product. Instead of an outright 'ban', their initial review should have just been a stepping stone in the development process, which I'm totally fine with. I could be looking for perhaps some sort of special contact within Steam that anyone here may know of. Any advice or resource at all may be helpful to get me into contact with someone at Steam that isn't the brick wall that is the one and only support guy they seem to have.

  • This sounds really rough. Did your game have NSFW content? Maybe it's related to the recent crackdown on adult games by the payment processors.

    Nothing more than 'partial n*dity', for skimpy attire. It's a fighting game, like Street Fighter. All I need is a way to get them to reopen my game submission for edits and resubmissions, and I'm golden. I'm having a hard time cracking through to the seemingly one difficult support individual I keep getting, even if I open a new support ticket. I may need a way around the usual support channel, and am looking for advice.

    Edit: It would be helpful enough if someone could just point me to some sort of resource I may be unaware of, such as a contact thru which I can get help reversing this travesty.

  • I didn't know the Steam review team could ever or would ever outright 'ban' one of my pre-release game submissions, as opposed to the usual method I'm used to and fine with, in which they simply tell me something to change in the game to make it okay to release, which they've done before and which I always complied with and released each game, until now. I went back and forth with the same one Steam support individual, that always seems to be the same guy according to the name, making me feel like I'm not making any progress or getting a representative who understands, as I argue that all they need to do is reenable my ability to edit and submit the game, and I can easily get rid of the <1% content that they're so fixated on, that they're willing to trash the entire other >99% of the project over. It would take me less than a day to make the changes and submit a completely acceptable game. If I had the ability to tell the future, I would've quickly made the needed changes days ago instead of taking a breather celebrating the completion of a long project. In total the game took maybe about 1-2yrs of almost constant work. I know that Steam employees aren't fellow game devs, so they don't understand what goes into a long project, and think nothing of canning an entire game outright with no hope of resubmission instead of doing the obviously sensible thing of just allowing me to make the necessary adjustments. The support ticket I have open has been dead for a while now, and while active has seemed hopeless anyway, even offensive and unprofessional on the part of the support individual. My ultimate point is simple: Instead of the Steam review team's heavy-handed approach of outright 'banning' my game submission, just give me the usual chance to make edits to the game. By the end of very easy and very simple edits, no one will ever know they originally had an issue with anything. Plus, now that I know that it's possible for Steam to pull this kind of garbage, how do I know that even an enormous project that I'll have worked on for a few years by the time it's done won't run into the same issue and be a MUCH bigger nightmare, potentially career-killing? Steam is the only platform I know of that may potentially finally make me a living wage making games. What do I do to get around the app 'ban'? Am I supposed to approach this problem in some more advanced way than simply thru a Steam support ticket, such as via a physical letter to Valve/Steam? What should I do?

  • Error exporting: TypeError: Cannot read properties of undefined (reading 'allow')

    Export works for Linux and Windows, just not Mac.

    For now I'll just export thru NW.js just for the Mac build, which will only require me to have achievements unlocked thru Greenworks in addition to Steamworks.

  • This is a strange issue, but I tested it a couple times, and it happened both times: When downloading my big (~3.6GB) fully-released game that I just re-exported via Linux(CEF) instead of NW.js and re-uploaded, a problem is that the Steam Deck completely freezes right at the time that the pop-up says the game finished downloading from Steam. Very odd. I wait a bit, then hold power down to force shut down, turn it back on, and run my game. It crashes at startup, so I say in game settings to verify files, and it says it found ~350 files it will reacquire. It does so, and then the game works! Which is awesome!

    So the last challenge is: Is there a way I can prevent the Steam Deck console freeze at the end of the game download? Assuming this will happen to everyone's Decks, they'll all have to repeat the steps I did, which will inconvenience them, and I'll feel I have no choice but to include the steps in a troubleshooting area at the end of the game store description, which seems unprofessional and may hurt sales. Note that I first uninstalled the game, before downloading it fresh, but the freeze still happens at the end. I assume this isn't just an issue with my particular Steam Deck, since it never happened with any other game download. Thanks

    (Also a side-question: Can I safely also use the Windows and Mac exporters in C3 to replace the previous NW.js builds of my game, and be sure that they'll work? Since I have no way of testing at least the Mac build, and my game is already out on Steam, so I don't think Steam support would test my game on other systems like I assume they did when I first put it up. I read in these two pages...

    construct.net/en/tutorials/exporting-windows-webview2-2685

    construct.net/en/tutorials/exporting-macos-wkwebview-2718

    ...things about signatures or something to run games on Windows and especially Mac, but those pages didn't specify if all that effort also applies to Steam games. I didn't do any of that stuff before with NW.js, and Steam support never told me my game didn't run on Win or Mac, and I only tested it on Steam Deck myself.)

  • I only have experience with the NW.js export option, but I want to expand to the latest and greatest Linux exporter, even if only for the Lin64 build of my game, because one of my games is big, 4GB, so it often results in a gray "NW.JS" screen on Steam Deck, requiring me to restart the console and run the game again to usually fix it, which I'm sure results in a higher customer refund count, so I figure getting rid of NW.js gets rid of the NW.js screen, so I want to use the Linux(CEF) exporter instead.

    There might be an up-to-date guide I'm unaware of for this. What are currently the best steps for this? I only need Achievements to work, I don't do anything with things like leaderboards or DLC. I have all my Achievements input using the 'Greenworks' plugin v1.0.60.0, but it even says that's for 'Accessing the Steamworks API from NW.js', so I'm guessing I need to search for and duplicate all Achievements in my project to also be triggered thru the latest 'Steamworks' plugin. But first I need to figure out how to not just get a black screen on Steam Deck.

    What else do I need to know or do to not just give me a black screen on Screen Deck? I read these two pages:

    construct.net/en/tutorials/exporting-linux-steam-deck-3155

    construct.net/en/make-games/addons/1105/steamworks/documentation

    Are there any steps missing? (Note I don't know what to set the Project ID to in C3 so I just give it whatever looks nice, like "com.company.game".) I set the Linux export to x64 and 'startup full screen'. I extract the resulting zip's x64 folder. I don't make any changes or additions to the contents, other than just one try with the steam_appid.txt containing the app ID being included in the x64 root folder. (unlike back with NW.js in which I added greenworks nodes as well as files called libsteam_api.so and libsdkencryptedappticket.so to the root folder, lib folder, and package zip.) I upload the x64 path to Steam the usual way (I use the SteamPipe Build Uploader), publish, download on Steam Deck, hit play, get a black screen. Note I'm trying this with a smaller 1GB game that's not fully out yet, not yet my big 4GB one.

    What step am I missing? Thanks

    UPDATE: I did it! Unexpectedly, the problem was just the "Greengrinds" addon. Despite its popularity on the addons page, it results in a black screen upon loading the game! Deleting it from my project allowed my game to run on Steam Deck. In case this is a variable regarding the Greengrinds plugin, I also have these addons in my project: Greenworks, Steamworks, SteamworksPlus. So it's possible that Greengrinds only causes a black screen at startup when one of those are included as well. I removed Greengrinds from my addon manager so this never happens again. Thanks! I'm going to test Achievements next, thru the Steamworks addon.

    UPDATE 2: Attempting to unlock an existing Achievement thru the Steamworks addon on Steam Deck crashes the game? Is this a known issue or am I doing something wrong? UPDATE: It worked when I tried again! Although all I did was change the Achievement test to being if I hit Y instead of just at the start of the layout, and as a result had to do another export process again, so unsure what caused the crash before or what fixed it in this attempt. Now, so far so good with exporting via Linux(CEF) and Achievements via Steamworks addon. Next will eventually be to try it all on my 4GB game and hope no issues. Though I notice this results in a new game save, but better to do while the game is younger.

  • Webm format should work on Steam Deck - we have an intro video playing in our game on startup, no user interaction required.

    You don't need both webm and mp4 files, just keep the webm one.

    Hmm it still doesn't work for me. I'll try my backup plan of converting the videos to gifs/animated sprites and running the audio alongside.

    UPDATE: Thankfully, I got the video-playing working on Steam Deck after all. What seems to have happened is that because C3 didn't tell me whether or not the filenames typed in the events needed to have the ".webm" extensions included or not, I went with duplicates of the play events, repeating the play event one with and one without the file extensions, assuming the right one would stick. It seems this worked in preview, but not on Steam Deck, if that makes sense that that would happen. So I only kept the events that included the extensions and it now works.

    I do have a small suggestion from this though: that C3 simply include the fact that you need to include the extension for videos (stated in C3 itself, not just in the manual). That would've likely helped me avoid this complication. Thanks!

  • How do I play Video objects on Steam Deck? It works in preview, but on Steam Deck the video is gone/empty/not playing. I have every video in duplicate as the two recommended formats of webm and mp4 located in the Videos folder, not Files folder, and they're all small in size. Is it one of those situations where it's not enough to just play the video automatically, but rather where I need to incorporate a Play button that the user needs to interact with to trigger the video playing, or is that only on smartphones? Thanks

  • The "main.js:29 [Project] Exception opening: Error: cannot find object type named '[object name]'" error is so constant that I want to understand it once and for all.

    (I could be wrong, but I suspect online backup solutions are to blame for this, such as pCloud and Icedrive, despite that they're supposed to help, not hinder, because they so often create "(conflicted)" (pCloud) or "[conflicted]" (Icedrive) versions of Construct 3 files. Why do they need to do this, when my local files are garanteed to always be the ones I want, not some outdated online backup's? And then I'm working on a project or event sheet that isn't even the latest one, and I don't realize it til later, and need to consolidate the two. I hate online backup services, but I can't risk not using them either.)

    What's the fastest and easiest way to fix "Cannot find object type named [object name]" errors? I see the object exists in both my project.c3proj file, and in the objects folder where it belongs, and that the name is the same in both. Why can it claim to not find the object, when it's clearly there in the right objects folder? Because of online backup services, there are two versions of the project.c3proj file, but I assume C3 uses the one that doesn't say "[conflicted]", which is the one that I confirmed has the object name in it.

    EDIT: For anyone else who gets this error, one thing I did just now, that at least opened the project (but I'm unsure about if I'm missing anything--everything looks okay so far, as being my most recent work), is that in my C3 project folder, I made a folder called "(conflicted file backups)" and simply dragged in the versions of the files that Icedrive created "[conflicted]" versions of, in this case these 3...

    objecttypes.uistate [conflicted]

    project [conflicted]

    project.uistate [conflicted]

    ...just in case I ever need them again, and then opening the project worked. Which suggests, as strange as this seems to me, that C3 was actually opening the project based on the files named [conflicted] instead of the ones not named that! If such a thing is possible? But all I know is, when I separated the files with [conflicted] in their names, it opened, and, at least from what I can see, seems all well.

  • can we finally get C3 to save and load our layer visibility and lock settings, in a future update? it's a basic feature that's been lacking for years, and it makes a big difference in productivity. the funny thing is that sometimes some layouts DO save these settings, but others don't. so the better question may even be: what determines when a layout saves those settings or not? how do i make it be that every layout always does? thanks

  • A special request: If it's all the same, please just don't ever remove support for SDK v1 addons. I don't know the technical details of why this is supposed to happen in a future update to Construct 3, but would it be alright to just let SDK v1 addon support remain permanently, so as to not cause needless problems? Spriter is such an awesome software, but as of yet only uses SDK v1. I just asked BrashMonkey if they can update it to SDK v2 as soon as possible, but I'm prone to anxiety, since my entire (aspiring) career is completely dependent on the combination of Spriter Pro and Construct 3. I don't think Spriter 2 will ever happen(?), and I wouldn't learn whatever Construct Animate is, after mastering Spriter, and all my work is already done in Spriter Pro and would be ludicrous to attempt to rebuild, as that work took years of pain and effort. Just in case BrashMonkey has no intentions of updating Spriter 1 to SDK v2, please don't needlessly remove SDK v1 support. Spriter is more than enough reason to let it be. I plan on using both Construct 3 and Spriter Pro for literally years to come, with no exaggeration. Please just let Spriter continue to function correctly permanently.

  • It would have been faster for me to close and reopen the project after an export before doing any further work that I want to save. Can this be fixed in the next update? It's been several hours now. ("Working (0%)...")

  • The latest Greenworks addon for C3 I use is 0.60.0 because I read in C3/Steam export guides that NW.js version 0.60.0 is the latest one that works well in testing on Steam, instead of failing to load or Achievements not working, but I notice that Greenworks 0.60.0 doesn't feature an action to determine the completion percentage/value of an Achievement, for Achievements that I want to show progress for, it only lets us 'Activate achievement' 100%.

    I hope there's a way to do Achievement completion percentages/values, such as by using a later version of Greenworks, for a later NW.js version that will still work, or even by using the Steamworks addon instead of the Greenworks one? (assuming it's not just for Windows, as I need to output to Linux and Mac as well)

    Has someone successfully done Steam Achievement completion percentages/values, and, if so, what version of Greenworks/NW.js do you use/recommend? Thank you

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello, Is there a way I can protect my Steam game package from being extracted (images, audio files, etc) by customers? Exported out of Construct 3 nw.js. I thought minify takes care of that, but it looks like it doesn't.

  • Check out my new game just released on Steam and the great Steam Deck handheld console, made in Construct 2/3 with heavy use of Brashmonkey's Spriter Pro animation software.

    http://store.steampowered.com/app/3043810

    Grab a free game download key from this list

    https://docs.google.com/document/d/1YPM07Atqed765Yu2S7IGbPKnWJWewwUfhFiZGVi6c5Q/edit?usp=sharing

    and claim it within the Steam client or on a Steam Deck console to get the game for free. Please give it a Recommended/Yes uptick on Steam to support a fellow Construct/Spriter game developer and help get it noticed on Steam.

    You'll notice the game is really mostly like watching an animated series, that just runs on its own, with occasional interactive elements and battles. There's a host of unlockable post-game content, features, and mini-games. I voiced most of the male characters. The story might start off a bit slow, but quickly gets kicking.

    I'm a bit over a year into my next project, a Pokemon-type monster training RPG (who doesn't love those?) featuring a massive world populated by characters from the same franchise as the above game.