adamcreator's Forum Posts

  • I notice in testing my game on Steam Deck that at some point the LocalStorage must have been deleted or cleared or otherwise gone missing, so that I lost my game save that I was using while testing. Not a big issue when testing, as long as this doesn't mean that coming out with actual updates post-release could possibly clear or somehow ignore existing LocalStorage or Game Save. To confirm, there's no danger to updates somehow causing LocalStorage or Gave Saves to be deleted or otherwise no longer used, correct? And of course the Steam Deck retains LocalStorage and Game Saves, including after game updates and console restarts, correct?

    Thanks

  • In C2, Ctrl+W merely closes the layout or event sheet, as it should, never the entire software. In C3, it closes the entire thing. For those of us with large projects, this results in another half an hour up to one hour wait just for trying to close an event sheet. The entire project has to open again, which takes at least half an hour each time, cutting into your work day, plus another wait to load the preview/images again for the first time after reopening the project. It's not right for one innocent tapping of Ctrl+W to once again result in that wonderful yell: ********* Since I'm also in the good habit of hitting Ctrl+S very often, I unfortunately lose that protection after hitting Ctrl+W that asks if you want to close the project without saving, which prevents the exit. The best fix would be to return Ctrl+W to closing the active layout or event sheet, but since C3 runs in a browser, maybe the next update can just add an option in settings to confirm exit. Thankfully I use C2 and just buy 1 month of C3 when it's time to export so I'm not saddled with C3, but would be a good change to make for those who use C3 all the time with large projects. I'll see if I can put this in as a feature request on the github.

  • But are you talking about a change in how we have to work with screenshot data in C3 vs C2? It worked perfectly in C2, so just trying to quickly find the difference.

  • My game handled snapshots perfectly in C2, but I had to load it up in C3 to export to Steam, am 2 weeks into it, just need to figure out what the heck changed about snapshots between C2 and C3, as it's the only feature in my game that isn't working anymore. My game has a built-in snapshots system where player can save up to 40+ snapshots which all show up in one gallery as seen below and they can save any snapshots to their safe, as the oldest snapshots get overwritten by design by new ones when space runs out, etc. This worked perfectly in C2, where every time a snapshot of canvas is taken, it saves the snapshot data as a localstorage key of Snapshot(number that global variable is on for next snapshot position) and then when you enter the gallery it loads all the localstorage values for all existing snapshots from "Snapshot1" to "Snapshot42" at most, where all of the blueish objects is a different snapshot and clicking on it shows the full version. Again, all worked perfectly in C2. Is there a change I need to do somewhere in C3? Such as at the moment the snapshot is taken, or the way it's saved to localstorage, or the way it's loaded from it.

  • I was VERY clear that the issue is irrelevant to Spriter. The addon is free and could be installed and uninstalled after. Every image in the project has the issue, but it took too long replicating the issue with a single sprite/png in a new empty project, to upload it. It's such a big issue and happened automatically (upon opening a C2 project in C3, which may be irrelevant to the cause). Whoever knows about this sort of thing, what causes the alpha to appear to have a black background instead of clear? No effect is applied, of course, as it happens to every image in the project. No overlay screen effect is applied either. I don't want to dedicate more time to fitting a ridiculous no-Spriter requirement to get help. I'll replace this if I pull it off.

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  • Have you tried changing this setting: in game properties on Steam (gear icon) -> Controllers tab -> "Steam input" for your controller type.

    Enabling/disabling it often helps to fix various controller issues.

    Do you know how to incorporate a custom Steam Deck gamepad input layout into our game so that everyone who plays it gets our custom layout by default? I'd rather not make gamers work for the correct layout thru in-game instructions, or something of the sort.

    UPDATE: I found the answer to my issue stated above: there's a gear icon that leads to "Layout Details", and that contains the needed link!

  • I have an at least somewhat similar issue. I notice that even with the normal/recommended gamepad settings set on Steam Deck, (set to use Xbox/Deck gamepad buttons as normal) these buttons don't work on Steam Deck for a C3 game:

    Left and Right Shoulder Triggers

    Back/View

    Start/Menu

    D-pad (all directions)

    I edited the Gamepad config in the usual area on the Steam Deck for the game, (for example I map the Back button with the Esc key, which is applicable to my particular game) but the question is how do I make my own config the default when players play my game? I see the Steamworks area related to it at partner.steamgames.com/apps/controller but I don't know how to get the link to my Gamepad config that it asks for, even after using the 'share config with community' option in the Deck.

  • Hi. Can you post a c3p file with a small piece of the problem. We will give you an answer faster.

    1drv.ms/u/s!AkiRQvsjrjq8i0O0k3dVbCHeKpQ7

    It just needs the Spriter addon. (It doesn't matter that it's from a Spriter image, the problem happens to every image in the project, but I was able to replicate the issue in a new empty project using a Spriter scene.) The actual image png has normal alphas, but in preview it shows the black alpha (such as on the character faces).

  • Surprised to not find this already answered by searching forum. Closest I got was someone saying it only happens in Chrome, so switched to Edge and still same issue. Happens in both preview and even Steam Deck. See image for difference between alpha in C3 image editor, vs in game, where alpha turns to black instead of clear. Note this happens to every single image in the game, not just one. If it matters, project was originally made in C2, and opened in C3. Unsure what general image setting or otherwise determines alpha being black instead of clear. 100% clear still ends up 100% clear as it should, but all gradients between color and clear end up black, as if the 'background of alphas' is black instead of clear, until it gets to the point of being totally clear.

  • I think it will be impossible for you from C2. The best thing would be to move the project to C3.

    I think there are people who did successfully export C2 games in the past, so just trying to figure out the proper steps and details to achieving that. Unless it's impossible today due to something like Steam's end no longer working with older versions. If no one can help, I'm planning on just doing the $20 for 1 month of C3 so I can see if my project's export works on Steam with the latest versions of everything.

  • I get the infinite Steam logo when I hit Play on my Steam Deck. The main resource I used was this:

    sleepingpanda.games/blog/how-to-export-your-construct-3-game-for-steam-and-steamdeck

    And I also checked out this forum post:

    construct.net/en/forum/construct-3/how-do-i-8/run-game-steam-deck-crashes-176777

    I used:

    Construct 2 v279

    NW.js v0.30.4

    Greenworks v0.30.4

    Steamworks SDK v1.42

    I followed all the instructions I could find, doing what I could in C2 to best match C3 instructions using the latest versions of everything that are explicitly for C2 for maximum compatibility, but I couldn't perfectly follow the Greenworks nodes step due to the given link not giving the old version I need, 0.30.4, so my package just has the Greenworks nodes that are exported out of C2. I also may have had newer versions of NW.js and/or Greenworks in my C2, but I did install the older versions I needed for Steam. However, I don't know of a way of checking which version of each is actually being employed, so I don't know if I need to find some way to uninstall NW.js, and Greenworks, so I can ensure I only install the older one of each that I need. That's about all I can think of that may be concerns, I think I did everything else correctly everywhere, including in every corner of Steamworks. My game is pretty big, exactly 3GB, but I don't think there are any size limitations, and I correctly use SteamPipeGUI for uploading files over 2GB, the only difference being that method asks for the folder itself, such as 'win64', not a zip, which is what I do. Any help would be appreciated.

  • How do I fix issue in which gamers are unable to purchase add-ons in-game on Xbox? It seems I have everything set correctly. Anything I'm missing?

    (WindowsStore plugin Test mode set to No, XboxLive plugin has correct Title ID and SCID, and Xbox Live Creators Title set to Yes, I correctly reference the correct product ID names set in Microsoft Partner Center dashboard, I ensure game signs user in at title screen, sets presence, requests profile info, and requests store listing before every purchase prompt, I install correct NuGet package for Xbox Live services in Visual Studio, I set versions to 10.0.14393.0.)

    (I wanted to create a free title that's based on add-ons, including the possibility of future add-ons, but if I can't get add-on purchases to work (Microsoft support also provides very limited help, I already tried, and I read the entire documentation they gave me on the subject, but I have to depend on Construct and Visual Studio handling everything correctly) then my only option may be to also come out with a paid version of the title that contains all existing add-ons thus far, but where does that leave me if I come out with future add-ons? Sure I can up the price each time to account for the increased amount of content, but if I can't figure out add-on purchasing, then everyone who gets the full edition of the game early on would also get all future add-ons/updates for free, as they already own the product, which looks like the way I'd have to go.)

  • its complicated but this is a way i did it when calculating total playtime in one of my games and displaying it. the texts in bold are just instance variables on an object, in this case the one called AchievementsUI

  • Can I get anyone with an Xbox console and a bit of free time to test if they're able to purchase any add-on for one of my new games? There's an add-on as inexpensive as $0.99, and as soon as someone posts a reply here that it worked for them, then the test is complete and I don't need anyone else to do it again.

    If you can help, go into the Xbox store on your Xbox console, search for 'Presidential Beatdown', install the game, press A at title screen prompt, select 'Unlock' on any of the 3 characters, at the main menu select 'Store', then click on any of the 10 add-ons shown to test if you're able to get the Xbox pop-up to purchase it.

    I'd appreciate if just 1 person could also actually purchase just the cheapest $0.99 add-on, to ensure there isn't something wrong that isn't allowing the purchase to go through.

    (The free game has been out for 2 weeks now, with just over 1K downloads so far, but, surprisingly, there hasn't been a single add-on purchase at all, even with add-ons as inexpensive as $1, $3, and $5. So I'm just a bit concerned that other people on other consoles in other locations are somehow unable to discover or purchase any add-ons, regardless of my own tests on my own console showing that everything is fine. It seems almost impossible to me that out of 1K+ downloads, not even one person anywhere in the world decided to get even one inexpensive add-on yet, and the only add-ons that show up as purchased are my own 3 tests.)

  • Is there a plugin or anything that gives you the option to delete every single Object and Audio(Sound/Music) that aren't used in any existing Layout or Event Sheet?

    (Reason being that I'm considering splitting up my gigantic game into several smaller chapters in order to be small enough to actually load up on Xbox consoles, and an option like the above would make that job a lot easier, because all I would have to do is delete all Layouts and Event Sheets that aren't used in each separate Chapter project, and run the above plugin. All Objects and Sounds not referenced in any Layouts or Event sheets would be deleted, and I would end up with my separate Chapter projects very conveniently. Don't get me wrong--my project is very well-organized--but it would still take a lot longer for me to manually ensure I'm not deleting any effects, images, or sounds used in each chapter.)