Ashley's Forum Posts

  • NW.js and Greenworks are both deprecated and have been removed from the latest releases. Our official advice is to use Windows WebView2 and the Steamworks addon which have continued support.

    The Steamworks addon should work out-of-the-box and I fairly regularly test it and it generally looks fine. I would guess you've done something wrong, but it's hard to tell unless you share a project. My best guess is that you should test with development mode enabled. It sounds like you had that turned off, and if you turn it off, I believe the game must have actually been published to Steam for it to work, and so if you haven't yet done that, it won't work. So use development mode until then.

  • macOS now has very specific requirements about permissions (you must extract the exported zip on macOS) and security (you must now always at least ad-hoc sign an app for it to be allowed to run). The most up-to-date advice is in our guide on the macOS WKWebView exporter, which although is for a different export option, the requirements regarding macOS running apps is the same. Construct's macOS WKWebView export option also exports some helper scripts to make this easier - if you use NW.js you'll need to do the same things manually.

  • IIRC, only the latest beta releases refer to r449 as an LTS release, because the message is written for the next stable release. r449 has not yet actually been promoted to an LTS release, but it's still there, just currently it's marked as the latest stable release.

  • There's not enough information to be able to help here. If you see that error, try pressing F12 and looking for a more detailed error message in the browser console. My best guess is you have a browser extension that's interfering with Construct, so try disabling them if you have any.

  • Construct's scripting APIs have not previously had access to the UpdateRender() method, because in the scripting APIs it's now automatically called internally so you don't have to worry about it. However when developing an addon I can see that you still need to call it in order to redraw when visual state changes, so to that end I've added the method runtime.sdk.updateRender() for the next beta.

  • We just had a couple of hours outage on the build server, but it should be working again now. This may have caused this issue so give it another try now, perhaps it'll work. Apologies for the inconvenience.

  • We just had a couple of hours outage on the build server, but it should be working again now. Apologies for the inconvenience.

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  • For what it's worth, the export image looks like a glitch caused by a buggy graphics driver. Checking for a driver update or any available system software updates might help.

  • "<app>" should be used as the picker tag, not part of the path.

  • I just published an update to the Steamworks addon (v1.4.2) which includes the new expressions AppOwnerAccountID and AppOwnerStaticAccountKey (based on the Steam ID of GetAppOwner()). Hopefully that now covers everything you need.

  • Contact supportjyl@construct.net with any details you have and we will try to recover your original Construct 2 purchase. However I'm afraid we will need some kind of proof of purchase as otherwise we have no way to either find your old account or verify that you are the owner.

  • This was also reported here, but by the time it checked it was working for me. Is it working now?

  • This was also reported here, but by the time it checked it was working for me. Is it working now?

  • OK, I'll look in to exposing the app owner account details via the plugin.

  • My AI took a peek at the GitHub repo to understand it better, and noticed the user ID is retrieved from the UserStatsReceived_t callback.

    That's incorrect - the plugin actually ignores that event (typical AI hallucination...) It currently just logs to the console in that event and does nothing about it.

    A potential fix might be to use the standard SDK function SteamUser()->GetSteamID() instead. This synchronous call should always return the ID of the actual current player, which would resolve the issue in Family Sharing scenarios.

    This is what the plugin already does: it ends up calling SteamUser()->GetSteamID().GetStaticAccountKey().

    So I'm not sure what the problem would be - perhaps there's some other ID we need to expose with the plugin, but I don't know what that would be - it probably depends on how all the server-side validation works. It might be a good idea to ask Valve for support.