Rable's Forum Posts

  • Thank you for the reply, that makes sense.

    Then I guess there's no way to check if the video has completely finished preloading and be 100% sure there will be no stalling.

    Is there any best practices to avoid that? I see there's a "stalled" playback event which triggers when a stall occurs, but I have no idea what to do with that. If a stall occurs, it's already too late.

  • Hello,

    I would like to know if there is a difference between

    Video > Has ended

    and

    Video > Playback Events > Ended

    The manual seems to say exactly the same thing:

    Has ended

    True if the video playback has reached the end of the video and stopped.

    Ended: triggered when playback reaches the end of the video.

    Link : construct.net/en/make-games/manuals/construct-3/plugin-reference/video

    I tried them in my game and they seem to be doing exactly the same thing.

    However, I'm getting occasional stalls in my videos when using playback event "can play through", I would like to only start playing the video when 100% sure the whole video can play through. That's what I was expecting Playback event > "Ended" to do but it doesn't seem to be the case. The video simply never starts playing.

    Is that normal? If yes, any tip on how I can trigger my video only when the full video is loaded?

    Thanks for your help!

  • Thanks a lot for the reply, it's very useful.

    Sadly, it seems this will never be fixed. I'll either stick with the problem or reduce the outline thickness to 5.

  • Hi,

    I'm using a Google font in my project (DynaPuff), on which I apply an outline. My set text action looks like this:

    "[linethickness=10][outlineback=#af4d7a]"&"Level up!"&"[/outline][/linethickness]"

    As you can see on the image, I have quite a few artifacts on some of the letters. Not on each of them but on some of them.

    I checked and this problem also arises on the default Arial font, on A, v and V

    Is there a way to fix these artifacts? Is it because of the font, or is it a way to have that outline displayed properly?

    Thank you for your help!

  • There's also the Pipelab export option, which is meant to be good

    https://pipelab.app

    Hey alastair

    I took a look at Pipelab, it seems interesting, but is it supposed to allow gamepads + Steam overlay + Steam achievements to work together?

    Is there a thread with more info and discussion about it?

    Just as a note: I personally never had problems with Steam achievements, but I saw users mentionning it. My main concern is Steam overlay + gamepads not working together.

  • I was becoming crazy with the gamepad problems and your workaround fixed it for me too. Thanks a lot for that.

    I still would like to have both gamepads and Steam overlay, but if I must choose one I choose gamepads (for my current project, I understand for most other projects Steam overlay is more important).

  • Thanks for the details, the good news and your work on this. I'm going to update to Steamworks plugin v1.5 right now, and contact OBS later today to see if there is something they can do about the issue.

    citron2010

    I will try this as well, thanks!

  • Hello,

    Is there any update on the points listed in the original topic?

    Specifically, I'm interested in how to make the OBS "game capture" option to work, if there's any. This could be a big downside when trying to promote our work with content creators. I haven't been able to make "Window capture" work either.

    My current status:

    Game Capture --> black screen

    Window capture --> white screen

    Display capture --> works fine

    Thanks for your help! 😊

  • Thank you so much for your reply.

    I'll be sure to triple check everything and if I manage to reproduce the problem in a minimal project, I'll enter a bug report.

  • So, I tried the following:

    - Save the project locally, reload it from the local drive and export it.

    - download the project from the export manager instead of the download button.

    - I turned off Windows Defender, in the custom settings and in the advanced settings.

    None of that worked.

    Then, the best part, I loaded the game project on ANOTHER computer, and exported it from that computer, then ran it on that computer, and as incredible as it sounds, it was STILL not working!

    As a final try, I deleted the Steamworks plugin and exported, and with it removed, it WORKED!

    So, as stupid as it sounds, it seems to be the Steamworks plugin is causing this bug.

    I recently had more problems with Steamworks plugin (see here), so at least for me it seems to not be usable in its current state Ashley . Unless something is wrong with my computer or the way it is setup, or I don't know what.

    If you need more information about this problem, I'd be happy to help. I can imagine I'm not the only person in the world to run into this kind of problems.

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  • Thanks for your help! I already tried your proposal 3, 4 and 5 before posting and it didn't help. I'll try the other 2 and I'll post here if it solves the problem.

    Seems like I'm doing something really wrong and I would like to find a clean and definitive solution if it's possible, but in the meantime, being able to export successfully would already be something.

  • I've posted a video on youtube where I show the problem:

    youtu.be/FAxbETYQga8

    Here is what happen :

    - I preview my game

    - I add a big DEMO white text on the title screen.

    - I preview the game, the big white DEMO text is present.

    - I export my game.

    - I play the exported version, the big white DEMO text is not present.

    - I preview in editor again, the text is there.

  • Hello,

    Today I have a big problem which I guess should be really easy to solve but it has been driving me crazy for quite some time.

    Here is what I'm doing:

    - I export a full version of my game and test it.

    - I then activate the events dedicated to turn it into a demo version. (which is working perfectly in the preview)

    - I then export the demo version of my game.

    - When I test the demo version, it's actually the full version of it, even if I hardcode the fact that it's a demo (i.e. not just turning my "isdemo" variable to true but actually deactivating the non-demo event in the code).

    I guess this is a due to cache problems or something similar. I asked chatGPT and did everything it told me (disabling cache in Chrome, deleting the folders in appdata/local, deleting the previous files in the download folder, changing the project's name in the project properties, closing and relaunching Construct) but nothing helps, it's impossible to actually export a correct demo version of my game.

    And I'm 100% sure my events are correct. I also simply added a "demo" tag on the title screen to make sure it is the correct version that is exported, and it's not there in the export.

    Any tips on managing to export a version of a game that is actually the one I'm asking Construct to export?

    Thanks!

  • For further reference and to keep you updated, the problem is now solved without me doing anything special. Maybe a Windows update solved it, or something with the cache was going on, but I've been able to export my game with Steamworks in the project and it works just fine now. Thanks again for your help!

  • Thanks a lot for the detailed reply and steps on how to fix. I'll try all that and post an update here if it fixes the problem.