ZZXZZX's Forum Posts

  • 8 posts
  • Dear all, recently I have uploaded my C3 game on Steam with SteamPipeGUI successfully, I can test my game in Steam now, but I found a problem that the gamepad is not work in the Steam, it shows "[GameInput] Failed to initialize GameInput".

    I have looked up in the documentation for steamworks here:https://www.construct.net/en/make-games/addons/1105/steamworks/documentation and it describes the gamepad support issue I met. So I follow the instruction to extract the redist/GameInputRedist.msi file, and add it into my project file, uploaded to steam together, but still not work. Maybe I am not doing it right, I am not sure.

    I have looked up in the steam manuals as well, but I cannot find related information about gameinput, I hope someone could help me if I missed some important tutorials in Steam.

    Also, I have let my partner tried the same game on his laptop downloaded from steam, it turns out to be that he can use gamepad without any issue while I cannot, so I started to doubt that the issue might be my laptop issue. Then I tried another game in the Steam which I am sure is made by C3 too. This time the gamepad works on my laptop, so I finally think the issue is not about my laptop, is about my project. Maybe I am doing it wrong, but the keyboard is working fine in my project.

    I have checked the zip file I exported from C3, it includes the file called "scirra-gameinput-x64.ext.dll", but when I checked another C3 game(which gamepad is also working for my laptop) file downloaded from Steam, there is no "scirra-gameinput-x64.ext.dll" in the package, so I am confused, this file is automatically included when I export from C3, why doesn't another C3 game include it and gamepad still working for me?

    I really appreciate if there is anyone familiar with the steam issue could help me here.

    Thanks!!!

  • Download the steam SDK

    export your game

    unzip and place all files into the content folder (Found within the SDK folder)

    open the steampipegui found in the steam SDK and put in all relevant details then upload.

    then go to your steamworks dashboard and go to the app admin for your game and if you put the details in correctly in the steampipegui there should be a build you can set as default.

    I know this isnt the best guide, im quite new as well, but tell me if any of it helps or where you get stuck and i will try my best to help some more.

    Hello, I'm new here also, and I have tried your methods to use steam SDK for uploading, it works, really thanks for your sharing, but there is another issue I have encountered, that is the gamepad issue, when I open my game in steam, the gamepad just cannot be used, but I'm sure it works without steam, so I tried to find the manuals(https://www.construct.net/en/make-games/addons/1105/steamworks/documentation) and I found the the issue, but I don't know how to let users to install gameinput first, I tried to add the redist/GameInputRedist.msi in the content folder to build together, but still not work, do you have any suggestions? Really look forward to your reply.Thanks!

  • A few years ago I wrote a whole blog post on this topic: The surprising difficulty of resizing images on spritesheets. That explains the problem and what to do about it (tl;dr: set the project property 'Downscaling quality' to 'High')

    Thank you Ashley! Now I finally understand why it happens. It really helps!

  • Hi.

    You've raised two issues here.

    -- First, to avoid those stripes along the edge of the sprite, always leave a few empty pixels at the edge of the sprite—I've highlighted this in green in the screenshot. And the more your sprite can be scaled, the more pixels you need to leave.

    For example, I make games for different screens and resolutions, so I export an image that’s 250x250 and then place it in a 256x256 sprite.

    -- Second, if you’re not using pixel art and you want it to look good, you almost always need to have small objects at a slightly larger original size.

    So your option number 3 will be the best choice, but you also need to be reasonable.

    In the screenshot, I’ve marked the scaling in orange; for my own games, I try to keep it around 80% for small objects—that way, the graphics aren’t too heavy, and on high-resolution screens, it doesn’t stand out too much.

    Thank you so much for your detailed explaination!

  • Hello everyone, I'm making a small game and seeking for help with the following issue~ I am not sure if it is a C3 bug or I am doing it in a wrong way, it would be appreciated if someone could give me any advice.

    I have made a spread sheet of a small red clock, the original image size is 256*256, but I need it to be resized as 64*64 in my game, so I tried different ways(acutally 4 different ways) and I got different results.

    Please refer to the following screenshots when playing the animaiton as follows:

    1. The first clock is using the original size of the image which is 256*256 when creating the sprite sheet, but I resized it into 64*64 in C3 Animations Editor(Animations Editor -> Resize), we can see that its resolution is not very high, but there is no weird line when playing the animation.

    2. The second clock is using the 64*64 size of the image which I resized outside C3(using other tools on my computer) when creating the sprite sheet, we can see that there is no weird line when playing the animition and resolution is better than the first clock, but this way is not very convenient because I need to resize these images outside C3 first by usint other tools instead of resizing them in the C3.

    3. The third clock is using the original size of the image which is 256*256 when creating the sprite sheet, but I resized it into 64*64 in C3 side bar(PROPERTIES -> COMMON -> Size). In this way it is convenient for me to resize the sprite in the C3 and its resolution is quite high, but however, there is an obvious weird line when playing the animation. Actually there is more than one line, it is like a square outline of the sprite flickering when playing the animation.

    4. The fourth clock is using the original size of the image which is 256*256, there is no weird line when playing the animation and it is really high-resolution. It is perfect except the size is not I wanted.

    I really prefer the third way to do my project,it is the most user friendly way, but it looks like a bug and I am not sure if I am doing it correctly. Does anyone also have this issue? Why does it occur and how to fix it?

  • 0.3*len(Self.PlainText) is wrong because it takes the current text instead of the text it is supposed to be typing. Replace "Self.PlainText" with the array.at() from the top part.

    It worked!!! Thank you so much!!! :-D

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Here's how I do it:

    Type_Speed is a global var set to 0.03 (or whatever speed you want).

    The important part is setting the text to the sprite font before you run the typewriter text e.g., Sprite font set text: "Hello World!"

    Hope this helps.

    Hello Pigpud, thank you so much for your advice!

    I've tried but I still failed.

    I think this issue is mainly on the array, although the feature I'm working on is about the story, but the text displayed is from an array which includes different languages, so I doubt the issue is here, for the text part, it is from an array instead of a fixed text.But I don't know which part is wrong and how to fix it.

    Here is the screenshot of my part, hope this can help to clarify my situation:

  • Hello everyone, I'm new here and I'm working on a small project which including many different stories.

    When I try to perform a typerwriter text effect, I'm using this expression: len(Self.PlainText) / 5 for Duration field.

    But then I tried to test this effect, I found that the longer text it is, the quicker the text will displayed. Different length texts have differnt speed of the typerwriter speed.

    My text reads the value form the array, I'm not sure if it is the reason affecting the speed.I just want to set the typewriter speed as a fixed speed.

    Does anyone who knows how to fix this problem?

    Many many thanks!!!

  • 8 posts