Ashley's Forum Posts

  • 'Sync instance variable' doesn't support text, only numbers. The manual entry didn't mention that so I updated it to include that.

  • It should be supported on Crosswalk... maybe ask Intel about what the status of that is.

    AFAIK iOS simply does not support speech recognition from the browser yet.

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  • According to our website traffic our top visiting countries are the US, UK, Brazil and Russia. Lots more countries have a strong showing but those are the top 4. I'm surprised we get so many visitors from Brazil and Russia since they're non-English speaking! I guess those countries have great language education

    BTW you can change your time zone in the user control panel.

  • I'm not sure exactly what you mean, can you explain more? You might want to file a bug report.

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    Update 26th February 2018: The Greenworks plugin is now available on the new Addon Exchange. Find it here:

    https://www.construct.net/construct-2/addons/83/greenworks

    All future updates to the plugin will only be published there.

    Hi folks,

    If you're after Steam integration with NW.js good news: I've got Greenworks working within a C2 plugin. Here are the downloads (these require C2 r185+, newer NW.js versions require r217+):

    Greenworks plugin releases

    Greenworks 0.3 alpha - for node-webkit 0.10.x

    https://dl.dropboxusercontent.com/u/15217362/greenworks.c2addon

    Greenworks 0.4 - for node-webkit 0.11.x

    Changes in this update:

    • [ADD] 'Is overlay enabled' condition, 'Activate overlay' action
    • [CHANGE] Updated to Greenworks-0.4.0 with support for node-webkit 0.11.x; now supports 64-bit OSX and Windows builds
    • [CHANGE] New icon
    • [FIX] Made 'On achievement success/error' triggers - they previously were not marked as such so probably did not work

    https://dl.dropboxusercontent.com/u/15217362/greenworks-0.4.0.c2addon

    Greenworks 0.13.0 - for NW.js 0.13+ (updated February 1st 2016)

    Changes in this update:

    • [ADD] Support for NW.js 0.13+ for win32 and win64 only (note Mac and Linux support is not expected to work in this release).
    • [ADD] 'On overlay activated' / 'On overlay deactivated' triggers
    • [ADD] GameLanguage and UILanguage expressions

    https://dl.dropboxusercontent.com/u/15217362/greenworks-0.13.0.c2addon

    Greenworks for NW.js 0.14.7 (2nd August 2016)

    Uses the following versions:

    NW.js: 0.14.7

    Steamworks SDK: 1.37

    Note: this version only supports 64-bit platforms (Windows, Mac and Linux 64-bit) - there is no support for 32-bit Windows or Linux.

    Download: https://www.construct.net/construct-2/addons/83/greenworks/0-14-7

    Greenworks for NW.js 0.15 (2nd August 2016)

    Uses the following versions:

    NW.js: 0.15

    Steamworks SDK: 1.36 (note not the latest version)

    Download: https://www.construct.net/construct-2/addons/83/greenworks/0-15-0

    Greenworks for NW.js 0.19.4 (20th January 2017)

    Uses the following versions:

    NW.js: 0.19.4

    Steamworks SDK: 1.38a

    Note: this release requires adding extra DLL/library files - see updated instructions below.

    Download: https://www.construct.net/construct-2/addons/83/greenworks/0-19-4

    Greenworks for NW.js 0.26.6 (26th February 2018)

    From now on, all Greenworks updates will be available on the Addon Exchange. Click the link below to get v0.26.6 and newer updates:

    https://www.construct.net/construct-2/addons/83/greenworks

    Support notes

    Note if Steam is unavailable or something has gone wrong "is available" will be false, so check it's true before using Steam features. There should be a message in the dev tools console if something went wrong (use the 'Show dev tools' action in the NW.js plugin to check).

    Greenworks also doesn't work in preview mode yet, sorry!

    Changes after export to get Greenworks working

    To get it working you need to make some changes after exporting as NW.js. Note Greenworks does not currently work in preview mode ("is available" will be false).

    1a. Add the Steamworks SDK library to package.nw

    Package.nw is just a zip file with a different extension. You can open it either by renaming it to .zip, adding a file, then renaming it back to .nw (Windows must be set to show file extensions). Alternatively you can associate the .nw file extension with a program that can open zips like WinRAR and just drag-and-drop extra files in.

    Download the Steamworks SDK from the Steam partner site. From the redistributable_bin folder, copy the appropriate file for the platform. For example add steam_api.dll to package.nw for the win32 build, steam_api64.dll for the win64 build, etc.

    Note you must match the Steamworks SDK version listed with the Greenworks version! You may have to download an old version of the Steamworks SDK to make sure it's compatible.

    1b. Add sdkencryptedappticket library

    As of Greenworks for NW.js 0.19.4, you need to add another library file. This can be found in public\steam\lib in the Steamworks SDK. You need to copy this to package.nw in the same way you did for steam_api.dll. For example for the win64 version, copy public\steam\lib\win64\sdkencryptedappticket64.dll to package.nw.

    2. Make sure the executable filename is nw.exe

    For some reason it doesn't work if the executable file has a different name. So make sure the main executable filename is exactly nw.exe. You can always use a shortcut to hide the real name of the executable.

    3. Create a text file named steam_appid.txt in the same folder as nw.exe

    The steam_appid.txt file should contain nothing but your app ID on Steam. If you don't have one yet, for testing you can use Construct 2's app ID of 227240. You must also have Construct 2 installed on your copy of Steam. It can be the free edition, and it works fine side-by-side with a non-Steam install. (If the app ID is not valid and installed, Greenworks won't work.) Also make sure the file has an ANSI/ASCII encoding in your text editor, otherwise it may put a UTF-8 BOM at the start of the file.

    4. Make sure Steam is running and you are logged in to Steam

    Greenworks requires Steam to be running in the background with a logged in user to work.

    5. Start the app and check Greenworks features work.

    Remember: you must match all the versions of Greenworks, NW.js, and the Steamworks SDK. If anything goes wrong use the 'Show dev tools' action to check the browser console.

  • Should be fixed in the next build - you'll be able to switch between tilemap objects using both the project bar an objects bar, which gives you more options than just using the Z order bar.

  • The fullscreen issue is a Firefox bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1058700

    I don't know what we can do about the swiping issue though. It's telling C2 it's got a viewport which is bigger than actually fits on screen, so sometimes content gets cut off. I think that's also a Firefox bug, I'm not sure what we could do about it from C2's point of view.

  • Thanks, should be fixed in the next build.

  • Thanks, good catch. Fixed for next build.

  • Can't reproduce: your demo runs fine here on a Nexus 5 running Android 4.4.4 in both Chrome for Android (via preview over Wifi) and a Crosswalk build.

    Since your bug report suggests having any audio present at all causes the crash, then I am sure we would have heard far more about this, because basically every game that exists would crash all the time in both Chrome and Crosswalk. As far as we are aware, most people's games are working just fine in both.

    Perhaps this is an Android bug or an issue with certain device manufacturers, but I don't think it's a Construct 2 bug, so closing.

  • Closing as won't fix: as you note this derives from small random variations in the measurements of dt. You simply have to design your game with reasonable tolerances and not do things like place platforms with only 1px of clearance, just give it a few px to be sure.

    FWIW here it's completely consistent in Chrome and the sprite never turns red.

  • Because the initial objects placed in the layout happen to be created in order of their Z order. You shouldn't rely on what order the editor happens to assign IIDs, they swap and change even at runtime as objects create and destroy; UIDs are there to be permanent references.

  • It's just a missing file. If you rename the .capx to .zip and add Particles.png back in to the Textures folder it should load. But we would like to prevent this happening in the first place. Unless you can provide steps on how to reproduce this problem in the first place, there is nothing we can do.

  • Closing as won't fix. When the layout changes, it destroys all objects in the layout. The layout is halfway through changing, and created objects end up on the next layout since they are created after the "destroy all objects on the current layout" step.

  • Closing, please follow the bug report guidelines and provide a .capx and steps to reproduce.