Mike at BrashMonkey's Forum Posts

  • Mike at BrashMonkey If you have issues with the official exports, there's also Pipelab which uses Electron and supports multiple platforms. It also has a good plugin with more file and Steam features.

    thanks for the heads up, I'll look into it, but I'd much rather find a solution without third party processes if possible. Hopefully with Ashley's help it can be done.

  • Last I tried using Proton to run a Windows WebView2 export didn't work. Use the Linux CEF exporter instead.

    To say the least in my case, making a separate build specifically for Linux is not a great option. DaemonClaw (the game in question) will be 3 games in 1 package.. a construct made version, and a real Mega Drive and Neo Geo version, each running in emulation wrappers.

    So I programmed a "front end" (also in Construct) which Steam boots up, and which let's the player choose which version they way to play for that round.

    If I need to make a Linux only export, it would force me to not only export a linux version of the game itself, and the front end, but to also find a Linux based emulation wrapper for both the Mega Drive and the Neo Geo versions, so this would force an enormous amount of extra work and potential bugs specific to the different platforms, emulators, etc.

    CTHAT GPT (hopefully it's not halucinating) suggested I can pre-embed a proper compatible webview 2 to the game's proton profile in Construct, and this would circumvent the need to try to download the webview 2 on SteamDeck, which proton fails in. Does this sound possible to you?

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  • It was introduced in one of the recent betas.

    Thanks very much. Found it. Now my problem is I cant get my game past the "the game needs webview 2, press here to download" when I try to run the game on my SteamDeck via Proton Hotfix. I know it worked when built from a previous version of Construct, but now it just hangs up in an infinite attempt to load webview2

  • Ashley > There's a new 'Export for Steam' setting for the Windows WebView2 exporter. This does the following:

    I don't see this "Export for Steam" option anywhere when choosing to export using webview2 for Windows. I'm using the latest version of Construct 3. Where should I be looking for this?

  • Thanks Ashley, Turning off Steam overlay fixed the gamepad issue, but of course is no permanent solution as you mentioned. It will do for this build though since it seems my hands are tied.

  • currently it does neither.

    1- If I export webview2 for windows and run on windows 11 it completely ignores xbox1 gamepad input, but works fine with xbox360 compatible gamepads.

    2- If I use proton hotfix on the Steam Deck to run it, the game runs, but with zero sound and zero response to any gamepad, buttons, or analogue sticks.

    I tried making a linux export specifically for Steam deck, but that breaks my game data storage system, so every export has at least one major problem, weather I'm exporting for Windows or Linux.

    Ironically if I export via Node Webkit with is no longer officially supported then at least the gamepad input works on Windows with Xbox1 gamepads, but still has no sound or gamepad responce on SteamDeck via proton hotfix.

  • ASHLEY. Does anything in these screenshots stand out as the issue why my game settings data is failing to load when exported for Linux? I won't be able to properly support Steam Deck customers until I manage to resolve this issue and I'm stumped.

    Thanks.

  • Thanks for getting back to me Ashley.

    - When you turn on photon hotfix or experimental in the Steam settings for the game, then it runs, BUT currently with no sound and with no recognition of the gampad, analogue sticks, or any of the billion buttons on the steam deck.

    - I do not need to share data saved from the webview2 version and the Linux version, I just need the Linux version to successfully load and save the game data, which it currently does not, when exported specifically for Linux.

    here's what I'm doing at the beginning of the first layout of the game. Which works on every platform I've tried except Linux.

    I also use Ajax and Dictionary.

  • My Webview 2 export of our game DaemonClaw fails to recognize gamepad and button input on Steamdeck, and no sound plays, so I experimented with making a separate export specifically for Linus, and that solves the sound and gamepad input issues, however all of the code and functionality around game data saving, including allowing the player to save custom input settings for keyboard and gamepad no longer work, so it's failing to load the save data on Linux.

    Currently the game is using the dictionary and local storage extensions for the save data.

    Any idea what I need to do or use to make this work on Linux?

    Thanks.

  • Ashley

    Thanks very much for taking the time to reply. I'm having trouble getting my head around the file system add-on, especially;

    1- the way I could retrieve the path to the actual app which is running

    2- what I would need to enter for the "Picker tag" in this kind of circumstance (we don't want the player to choose a file via explorer etc. )

    Here's what was working using NWjs , BUT did not work when the app was installed in a folder with a space in the folder name:

    """" & NWjs.AppFolder & "/Mega/runmega.bat" & """"

    How would I re-write that with the file system add-on in a way which would find and run the bat file in that specified place and also work even if the folder had a space in the name?

  • Ashley and anyone else who can help.

    Two questions:

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

    2- if so, or even if I need to keep using the older build of Construct so I can continue to use NWjs, I've got a big problem: My app is a front end that let's people either play the construct made "modern version" of my game or the Megadrive version of my game, which is run via an emulation wrapper .exe.

    This front-end I'm programming in Construct is for Steam.

    The problem is, most people have their Steam client install their games into a sub folder of the "program files" folder, and as you see, the name of that folder has a space in it, between program and files.

    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.

    Every syntax variant we tried works perfectly if none of the folders involved have a space in their name.

    Please help, this one big issue is blocking Valve from approving our game for sales!

    thanks very much for anyone who offers suggestions or info.

  • I got this working with the Node web-kit extension and the Node Webkit export with no issues via:

    But using the FileSystem extension, and exporting via WebView2 for windows, even though I confirmed at runtime that the app had desktop permissions, no matter what syntax or folder path style I've tried, it never tries to run the app.

    Can anyone tell me what I'm doing wrong or how to do it right?

  • Thanks again dop2000 and Jase00,

    I do use several add-ons, but I'm 100 percent sure it's the same add-ons and they've not been changed for well over a year. When I installed them in the other browser and computer it was from the same exact source for them (a folder on my hard drive) that I've always used to re-install the plug-ins when necessary (new computers, cleared browser cache, etc.)

    I almost never directly use containers, but I'm extensively using the Spriter (SCML) plug-in, and that automatically creates a container when you import a spriter file to create the spriter object and its associated sprites, so every time I updaste a spriter file, in a way, that container gets messed with.

    I'm going to keep looking into this for at least another day, also with the help of Spriter's programmer before I bother Ashley at Scirra with it.

    Of course I'll report back any info once I've done more careful tests etc.

    thanks agian!

  • dop2000 Thanks again!

    Here's th result of a cleared console as you suggested.

  • dop2000 Thanks very much for the reply. I'm continuing to experiment and research today to try to learn more, and I'll report back here.

    I did find out I needed to expand the two top error messages in console and here's how that looks.