Jhunter2551's Forum Posts

  • Interesting. Thanks for sharing. I'm curious if you've set anything specific in the SteamInput section of your game?

    I've messed with the area a few times, but not sure if that would help or hurt the situation. Using SteamInput sometimes fixes issues I have with my controller rumble not working.

    Either way, very helpful to know that PS should be working. Your game looks beautiful, by the way.

    Thanks

  • Hey everyone,

    I've got a game coming out on Steam this month and I've had lots of issues with controller support. It's hard to tell which controllers exactly are causing issues, but it seems like Xbox and Off-brand gamepads usually work ok, but Playstation and Switch controllers are completely ignored by the game.

    I configured Steam to install GameInput with the game, which I believe should solve some issues.

    My game also has a full key rebinding system and uses button indices to register controls using the default Gamepad plugin in Construct.

    However, some controllers are just completely unrecognized by the game.

    I just want to better understand how controller support works with Construct 3 and what I can do to make my game as accessible as possible.

    If there's certain types of controllers that just won't work, I would love to know so I know what to tell players who have issues.

    Thanks everyone!

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  • Just to follow up on this, I switched to WebGL and that fixed the bug for all my playtesters!

  • Gotcha, thanks for your response. I'll see if I can get that info from some users!

  • In my Steam demo for Vampy's Big Day, a significant number of players are seeing colored rectangular boxes rendered around various sprites during normal gameplay. These appear to be the sprites' collision or bounding box geometry becoming visible, which shouldn't be rendered at all. This was reported by ~20+ players across a playtest window of roughly 3 days. My suspicion is that is has to do with graphics drivers, but now that a significant enough number of people have reported the issue, I'm wondering what I can do to fix the bug on my end.

    What players are seeing:

    The boxes vary in color depending on the affected sprite/object type. Reported colors include purple, blue, green, yellow-green, brown/dark brown, white, and translucent/dark grey. Affected objects span a wide range: small sprites (falling leaves, noise particles, sun-hurt animations), NPC sprites (villagers, guards, the ram), interactive objects (keys, garlic, rocks, bushes, pumpkins), UI elements (settings/controls menu buttons), and level select icons. (will attach pictures at the bottom)

    Reproduction is inconsistent — this is the tricky part. Behavior reported by players falls into roughly three buckets:

    Present from launch — some players saw boxes immediately after the intro cutscene on first boot, and they persisted for the entire session.

    Triggered mid-session and then persistent — several players reported boxes not appearing at first, then "turning on" after a few rooms (often noted around the village section or after a load/reload), and not going away after that point.

    Randomly appearing/disappearing — a smaller group saw boxes come and go, with re-entering a room or reloading the save sometimes clearing or triggering them.

    One player specifically noted: "I made a new save and it looked perfectly fine. Then I reset the level and started seeing it again." Another: "Going in and out of a level can change whether/which sprites have boxes around them."

    Platforms

    Primarily Windows (the vast majority of reporters). Also confirmed on Mac and SteamOS/Steam Deck. The affected sprite types appear consistent across platforms.

    The game functions normally during this bug — no crash, no freeze, no gameplay impact reported. Players universally describe it as a visual-only issue.

    My current suspicion is this is related to how C3 handles the Show collision boxes debug flag or a GPU texture/renderer state that's leaking or not being cleared between layout transitions. The fact that it's intermittent and correlated with room transitions/reloads points toward something in layout or object lifecycle rather than a static misconfiguration.

    Would love to know if others have seen this in C3 projects and whether there's a known cause. Really just not sure what I should be doing on my end to mitigate the problem.

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  • Hey all,

    Working on a stealth game where you play as a vampire avoiding the sun. You can move the shadows by moving the lightsource.

    I use the shadowcast behavior to show shadows visually, but I have a function that handles if the player is overlapping the shadow (since you can't check that collision).

    The function works great except for a recent development causing issues. I've tried rewriting the function a few times but no dice. Would love some feedback on how I can make this work better.

    It's a weird system, so I'll attach the function screenshot, explain how it's used and then a picture i drew explaining it.

    This is the function. It takes a pointX and Y and returns whether that point is in shadow (0 is not in shadow, 1 is in shadow)

    I call the function on all ticks on 4 image points of the player. If all 4 image points return false, I assume the player is exposed to the sun and deal damage.

    Here's a drawing showing the problem.

    The system works great normally. But I've started adding other obstacles that are solid objects which are interfering with the raycasts.

    The weird thing is that I've had fences (solid, 9-patch) and they don't cause the same issue. Not sure why that is.

    Here's a gif showing the problem in action.

    media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExOGM4emh1cTY3bzY0MW93eHY1cDQwN3dkZ3Y1cTlvdGFkaDR5a3NtMCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/X6K1SqO0z2kBSHHkoM/giphy.gif

    Any help or ideas would be much appreciated. Seems like a simple problem but for some reason I'm stumped. If only I could just only consider raycast collisions on shadowCaster objects.

    Thanks!

  • Is there an easy way to improve the visual look of overlapping shadows? It would be a huge help for my current game. Obviously the shadowed area should be 1 shade, but the overlap is darker. Anyone have a solution for this?

  • Works like a charm. I'm in the middle of a game jam, you definitely just saved my game. Thanks a ton!

  • That's super helpful, thanks. Only other thing is the sun in my game sometimes in close enough to the objects that the shadows aren't infinite (don't extend off the end of the screen). Could I somehow check if the player is standing in the shadow even when the sun doesn't have LOS? Maybe using the distance from the sun to the player and shadow height?

  • Hi all, I am making a game that relies heavily on detecting when the player is in a shadow and when they are not. I've been working around it by making separate shadow objects and scaling them based on the position of the sun, but it's getting tedious.

    I looked into other methods and found some people saying you could use Line of Sight to simulate the shadow cast behavior, but how would the math work? Since the shadows grow/get longer as the light source moves, I can't wrap my head around using Line of Sight. You'd have to constantly update the range and cone of view.

    Does anybody have any suggestions on how I could achieve a shadow collision detection with the Shadow Cast behavior? It would save me a ton of time.

    Thanks!

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  • Hello,

    I am attempting a little mechanic where the player is inside of a rotating dice. I want to make it so that when the dice rotates, any objects on the floor rotate with the walls. Currently, I am attempting this effect with an object with the rotate behavior on it. But as the video I am attaching in a link shows, the objects simply end up in the same place every time.

    Any idea how I could make the objects stick to the floor essentially until the rotation is finished so that it creates interesting puzzles? Or if there is a different and more feasible way to accomplish this?

    Any help would be amazing.

    drive.google.com/file/d/16G50EfkwNdAlsbOTvht0Z1e-O0Scxl2v/view

  • The built-in savegames feature should work fine in NW.js as well.

    How so? I downloaded the folder with the executable and I use the save feature to save to a slot, then that save works as long as the exe is running. When I close it and reopen it, the save file either didn't save or is not there. Am I using the save load feature wrong, or is there something I'm missing?

  • Hey all,

    I am working on a pretty large metroidvania and I am at the point where I need to focus on the save file system. I thought I could simply use the save and load system actions but they don't seem to work when exporting and playing on NW.js, which is what my plan is. After reading the documentation, it appears the save and load files only work in the browser? I am generally confused by how they work. I am aware that I could use local storage to store keys, but I'm hoping there's a better way (since I need to be able to save things like enemies and items with the persistent behavior).

    Basically I'm asking if there's a way to save the state of my game (or even just save all the variables and persistent objects) so that when the player closes the game on NW.js and opens it again, the save file is still there?

    Any ideas or explanations of save and load would be very helpful. I am still new to the concepts and I'm trying to figure it out.

    Thanks!