Ashley's Forum Posts

  • The manual entry says:

    In On transaction finished, the ID of the transaction that finished, using the ID provided by the store.

    I'm not sure there's much else to add - that tells you when to retrieve it and what it is. Each store transaction is assigned an ID, and that expression just returns the ID assigned by the store. Construct doesn't have any involvement in it other than passing along the transaction ID from the store to the plugin.

  • In general if you think you've run in to a bug you should file an issue following all the guidelines. We don't normally respond to bug reports on the forum other than to say that, because usually such reports omit key information and so it's impossible for us to investigate.

    Also it's very common with bug reports for addons that integrate with third-party services - like IAP - end up just being misconfiguration or mis-use of the plugin. It's very difficult for us to support such cases as we can't see your IAP configuration or your account details, and often when we set it up we get it right, and don't see any issue. It's also particularly time-consuming to do that, so generally we have a higher bar to prove that the Construct plugin really has a bug, especially as it's been used widely by lots of people over a period of years.

    Finally if you want definitive proof that a purchase is legitimate in order to rule out things like piracy, you need to implement server-side validation. The IAP plugin has an option for using a validator URL to do that, which is a feature of the underlying cordova-plugin-purchase plugin and they also provide a service you can use for that.

  • What do you want me to do - open the source code to Steam and fix it? That's not possible. You can still publish your game to Steam without support for the in-game overlay - it's not something Valve require (perhaps because they know it doesn't always work!) We've also already gone to great lengths to try to get it to work and unfortunately had to conclude it's not feasible, at least with the current state of things, and so Valve need to change Steam to get it to work.

    Unfortunately sometimes issues come up which are genuinely beyond our responsibility and capability to fix. For example sometimes a graphics driver bug - part of the system software tied to the hardware - causes someone's game to crash or glitch, and they insist we should fix it. Unfortunately the problem is the responsibility of the graphics driver developer though - they need to fix it, and usually it's infeasible for us to do anything about it. The person affected by a graphics driver issue might say similar things to you, like people who want to publish games with Construct should have a guarantee it works. They're complaining to the wrong company though. It's out of our hands. We work hard to make Construct robust and reliable within our own code, but software is complex and any ordinary program involves using components from dozens of different companies. It's possible some other component fails, and if that's the case it's the responsibility of a different company and there's only so much we can do. The best thing to do is to take it up with the company responsible. If you keep asking us, I'm afraid it won't change the situation.

  • Steam itself is a third-party solution. If you want to publish to Steam, you have to deal with Steam. If Steam isn't working properly, unfortunately that's outside of our control and not something you can easily swap out with something else, unless you're willing to publish to a different store like Epic Games (which we also have a plugin for).

  • The problem is even where we can reproduce issues with this, there's nothing much we can do about it. From Construct's point of view Steam is a black box that automatically modifies the way the application works. It is meant to just work automatically and is not customizable. So I would say you should get in touch with Valve first regarding any issues with this - it's their software, their documentation says it should just work, and if there's a problem with it then they need to fix it.

  • Please only post in English on this forum - see the Forum & Community guidelines. I used Google Translate to translate the post from Russian.

  • It's meant to work automatically. If it detects the in-game overlay isn't supported, then it automatically uses fallbacks instead. In my testing the fallbacks worked as expected, for example showing the actual Steam UI over the game instead of the in-game overlay.

    If the fallback doesn't work as expected it's hard to offer any help as it's entirely implemented by Valve as part of Steam - it would be best to direct any further questions to them.

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  • It's just not been implemented. It needs a separate mechanism on mobile, because click-and-drag doesn't apply with a touch screen, and touch-and-drag is already used for scrolling.

    On mobile there's actually a range of features that aren't supported, including entire major features like the Timeline Bar, because making them work on a small screen with a touch interface would be a major project. That's why we say the mobile UI is designed for reviewing and tweaking projects, rather than main development, which should be done with the desktop UI. On larger devices like tablets you can put Construct in to desktop mode in Settings, attach a keyboard and mouse, and use it like a small laptop.

  • The Steamworks addon should actually be easier to use - you don't need a steam_appid.txt file and it includes all its dependencies so it should more or less just work after an export without extra configuration steps. The documentation is here so maybe double check that. If you are still doing extra configuration steps you used to do for Greenworks, make sure you stop doing them for Steamworks, as it might actually break it.

  • If you believe you've run in to a problem with Construct and think we should fix it, please file an issue following all the guidelines. I have to point out though it's common that people make mistakes in their project and assume it's a Construct bug. Another cause of problems can be issues with browsers or system software like graphics drivers which are outside our responsibility. It's surprisingly difficult to say what the real cause of the problem was until it's fixed, so I would caution against ever jumping to conclusions - even if you think it's obvious.

  • Try uninstalling the app and do one of these two things depending on whether you want stable releases or beta releases:

    • Stable releases: install from editor.construct.net, and open Settings and make sure the update notifications are set for stable releases
    • Beta releases: install from editor.construct.net/beta, and open Settings and make sure the update notifications are set for beta releases

    If you mix these up and do something like install a stable release with notifications for beta releases, you've essentially bookmarked a stable release which will always then notify you about the latest beta. I figure that kind of mix-up is what's happening in these cases - if you've done one of the above two things and it's still showing incorrect prompts, you'll need to file an issue.

  • I was able to reproduce and fix an issue where specifically just the debugger popout window appears in the wrong place when the primary monitor is on the right and the secondary monitor is on the left and the debugger popout window is moved to the secondary monitor on the left. I can't see that there is any other issue affecting either the game preview window or if any of the editor bars are opened to a popup window, so if anyone thinks there's a separate issue with those, please file a new issue.

  • Used C3.SDKPluginBase for plugin.js, C3.SDKWorldInstanceBase for instance.js, and C3.SDKObjectTypeBase for type.js.

    Is this in the runtime or the editor scripts? It's not clear from your post.

    I would guess you mixed up SDK v1 and SDK v2 classes. If you're making an SDK v2 plugin, look at a sample like singleGlobalPlugin and copy whatever it does. For example the base class for the runtime type.js is globalThis.ISDKObjectTypeBase. Note that's a single-global plugin though, you may need to use a different base class for things like instances that appear in the layout, in which case refer to a suitable example, such as drawingPlugin which uses globalThis.ISDKWorldInstanceBase as the base class for the runtime instance.js.

  • The build server is working for me right now, so it is up and running and taking connections. So I'd guess it is more likely a connection issue on your end.

  • In Google Chrome, window size and position (including the debugger) are saved correctly, which is great. However, the dual-screen feature no longer seems to work, even though it's enabled in the Construct 3 settings.

    It's not clear exactly what you mean by "the dual-screen feature". Can you explain that in more detail? Construct didn't really have any specific dual-screen features prior to the latest stable release, other than the ability to open popup windows for some editor bars and move them to another display. The only thing that changed in the latest stable release is now it can remember the window positions across multiple displays (providing you enable the window management permission), and Construct will now also attempt to automatically open popup windows on startup for the editor and debugger.