Ashley's Forum Posts

  • 1- Since NWjs is deprecated now, does WindowsWebView2 offer the same type of feature to run another .exe file?

    Yes - the File System plugin has a 'Run file' action.

    We've tried every syntax variant of and including the double-quotes around the path "formula" but no matter what we try, it still fails to run the second .exe if it's in a folder or sun folder with a space in the folder name.

    I believe the correct thing to do is to wrap paths with spaces in double-quotes. So if you run Subfolder with spaces/tool.exe /arg1 /arg2, you should wrap the path in double quotes, e.g. "Subfolder with spaces/tool.exe" /arg1 /arg2. This can get pretty tricky when you add in having to escape double-quotes in Construct expressions (or JS/TS). It's particularly tricky if you want to do something like pass a path with spaces as an argument: you need double quotes merely to pass the whole string with spaces as a single argument, but then the application will receive a path with no double quotes which it may or may not handle correctly, so you may also need to add double quotes inside the argument in escaped form. And just to make it a nightmare, the type of shell that interprets the command may have different escaping rules (I'm not sure if on Windows cmd vs Powershell are different - they might be...) But in short adding double quotes should be the solution.

    There's no harm in putting double quotes around a path without spaces in it, so the best thing to do is always put double quotes around the path, and then it should work whether it has spaces or not.

  • I don't see why it shouldn't work. It's something only Valve can answer.

  • Ah, there is indeed a bug (also filed here) where a pinned pane won't actually auto-hide until you stop moving the mouse. That's not what was meant to happen! It should be auto-hiding promptly once you move the mouse off an inactive pane, even if you keep moving the mouse. That's fixed for the next beta, and I think that should resolve the cases where it seems to take longer than expected for pinned panes to auto-hide.

  • If there's an issue with Valve's upload process, you'll need to contact them about it.

  • The hide timer is 0.5 seconds for an inactive bar (if focused it will stay visible). If it takes longer than 0.5 seconds for an inactive bar to hide, that might be a bug. Do you have steps to reproduce a longer hide time?

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  • Just to note there's quite a wide range of improvements in r462 - hopefully that covers a lot more of what people wanted.

  • This is actually a bug in Firefox 145. It looks like they've already identified the issue and a patch release should be out soon to fix it.

  • The opacity is not provided because in the effect compositor, it will pre-draw the object with its opacity to an offscreen surface, and then run your effect on the object with the opacity already having taken effect. So the opacity is in the alpha component of the foreground texture.

    It kind of has to work this way otherwise every single effect would also have to reimplement every part of the default rendering system, including things like the color tint, opacity, and some special handling of depth. And then if the effect is run later in the chain, none of those things apply anyway. So Construct just pre-draws it with the default rendering system and then your shader is processed on the result. (Unless none of the default rendering options affect rendering, in which case it can skip that and process your shader directly, but in that case it means the opacity is definitely 1.)

  • 25 minutes is a long time to have a replay! Perhaps a video recording would do the job? Saving positions every frame possibly isn't actually that bad - many megabytes of JSON data is not that heavy for most systems and should compress well too. Otherwise perhaps the Follow behavior would help. It can do record and replay and you can choose a lower history rate - which defaults to 30 FPS - to limit the amount of data saved, and it uses interpolation to smooth movement through the saved entries. I don't think it will do everything, but it sounds like it does a lot of what you need.

  • Yeah, if you want to extract the zip and change things, the easiest thing to do is use a Linux system (a VM should do, or you can set up dual-boot with Windows). It may also work on macOS, but I haven't tested that myself. It's only Windows that doesn't understand executable file permissions and so removes it if you extract the zip.

  • You don't need to download the Steam SDK to use the Steamworks plugin. You used to have to with the old Greenworks plugin, but the Steamworks plugin makes things easier by just including everything it needs.

  • I'm afraid Firefox 145 currently has a bug that is breaking Construct. I filed an issue with Mozilla about it. The workarounds are to use Firefox Beta as the issue appears to be fixed in Firefox 146+, or a different browser like Chrome or Edge.

  • It's hard to say anything other than it should work, and I tested this recently and it worked fine for me. One common mistake is to extract the files on Windows and recompress them before deploying to macOS or Linux, which removes executable file permissions and will break your export. You need to extract the zip on the target system for it to preserve file permissions (the one exception being the Steam Devkit client). See this guide for more details.

  • If you are using an LTS release it is designed to only notify you about newer LTS updates. This is what I see happening: if I visit editor.construct.net/lts and install it as an app, it installs an app named "Construct 3 LTS" that launches the latest LTS release. I tried closing and reopening it a few times and it never notified me about a newer stable release, even though there is a newer stable release available. Perhaps you got confused and installed the latest stable release instead?

  • I would not recommend having a single object type with thousands of frames in it. Instead I would recommend using multiple object types each with a reasonable number of frames (ideally at most hundreds). For example in a card game if you can have 100 different styles of deck, and each deck has 52 cards, then 100 object types each with 52 animation frames is better than one object type with 5200 frames. You can add multiple object types to a Family to avoid having to make separate events for them.

    The reason for this is as described in Memory usage in the manual, Construct's memory management only loads or unloads entire objects with all their animations and frames. If you put everything in one object type, your only option is to have absolutely everything loaded in to memory, or nothing at all. With different object types, it can load only the things you use. Continuing the previous example, if you only use up four styles of deck at a time, then with separate object types Construct can ensure only 52 x 4 = 208 animation frames are loaded at a time. If you put everything in a single object type, it must load all 5200 frames, which will use 25x as much memory.

    There won't be a significant difference in download size though, if that's what you meant by storage space.