Ashley's Forum Posts

  • I would point out that hierarchies are better than pinning - the Pin behavior is mostly there just for backwards compatibility. See superseded features.

  • I would recommend using WebView2 as NW.js is in the process of being phased out.

    I'm afraid however there's not much we can do about the in-game overlay - the current status of that is described in the Steamworks plugin documentation. The more people who ask Valve to support it the better. However when the in-game overlay is not supported Steam has fallbacks, such as showing the actual Steam window over the game, instead of rendering it inline, so hopefully that's not too bad.

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  • With the WebView2 exporter? When the in-game overlay is not supported Steam switches to fallbacks, and that should mean the toast notifications that say an achievement was unlocked still work.

  • Yeah, it's all still there and works the same as before, it's just currently marked deprecated. NW.js will be removed likely after the next stable release, but it will continue to be supported in the next LTS release until the end of 2026.

  • OBS should work with WebView2 exports - last I checked it worked with some modes, but there were other modes that didn't work, so you have to get the right mode. From this post:

    I can successfully capture a WebView2 export with OBS using either the display capture (suitable for a fullscreen game) or window capture with capture method Windows 10. So there do appear to be working fullscreen and windowed capture methods in OBS. If some other mode that you want to use doesn't work, it would be best to report it to OBS - it's their software and it's OBS's job to be able to capture things no matter what the app does.

    The current state of overlay support (which I think might handle the screenshot feature too) is explained in the Steamworks plugin documentation. In short, we're stuck for the time being, but it's possible Valve could update Steam, or Microsoft could update WebView2, to fix it.

  • If I run Construct as a guest, create an empty project, and preview it, no splash screen appears. We specifically designed it to skip the splash screen during preview in the editor as it would be annoying to show it every time, and we haven't changed this for years. I have no idea why it would suddenly start showing up for you - perhaps it's a bug which we'd need a issue filed following all the guidelines to be able to investigate, or perhaps you have some browser extension installed that is interfering with Construct (a common cause of mysterious problems nobody else seems to have).

  • What new splash screen? I don't recall anything relating to splash screens being changed in the past release.

  • The project has no main script set. You need to select main.js in the Project Bar, and in the Properties Bar set its purpose to 'Main script'. Otherwise Construct won't load any script.

  • What you're asking about is basically an implementation detail of how event sheets are saved to disk. Knowing more about that won't help you achieve your stated goals. For example if you know the ID for some specific action in the event system, that has no correlation to the equivalent in JavaScript or TypeScript coding. It won't help you, and may actually hinder you, with progressing on to coding - instead I would recommend our Learn JavaScript in Construct tutorial series.

    Further these IDs are just how Construct saves things to disk, and don't actually tell you anything about how the event system runs those event blocks. A better way to learn about that would be to inspect the documentation and make some exploration projects that test how Construct actually runs various combinations of event blocks.

    So I'm afraid I don't think it would actually help you to answer your question!

  • I will try to take a look at some point, but I have to say that in general, commercially supporting a product used by thousands of people over several years using 700+ lines of complicated code from a random person on the Internet often proves to be a nightmare, and our other experiments have run in to other bugs and limitations (like gamepad input not working) which I think would be a likely outcome here. It would probably work out a lot better if there was either support from Valve for WebView2, or better official support for render-to-texture for WebView2 (as this looks more of a hacky workaround).

  • You can just use the Gamepad API directly. This isn't yet supported with worker mode, but that defaults to off when using code anyway.

  • See our new guide on persisting browser storage.

  • normally a text adventure will be translated to many languages and right now it doesn't allow to be edited outside construct, reconstructing one by one by hand each dialogue is tedious on big storylines.

    You definitely shouldn't make a flowchart per language. Just have one flowchart for all languages, and instead of putting the actual text in the flowchart, just put the key to look up in the Internationalization object.

    Is that what you wanted the save/load JSON feature for? If so you shouldn't need it after all, as using one flowchart for all languages is a better solution.

  • It's difficult to help unless you share a copy of your project. I could never have possibly guessed the previous problem until you shared your project file.

  • sgilliam30 - can you file an issue on our tracker about that? I will follow up there.