Rable's Recent Forum Activity

  • Yes, but Ashley mentioned support for NW.js will be deprecated in the future. Also, I have worse problems with NW.js on my part, like tabs being duplicated when doing alt-tab a few times.

    Overall, I prefer using the WebView 2 because:

    - Construct team is planning to support it long-term

    - I don't get the very annoying tab duplication bug

    - The game's weight is much lower

    - I just learned I can also put the game on Epic Games Store using the same technology, thanks to the linked plug-in. (as a reminder if you have achievement on Steam you are required to have achievements on Epic Games)

    The counterpart is that I don't have the Steam overlay which is quite problematic, but indeed it's not a requirement.

  • Hello,

    On another post, Ashley replied the following about the Steam overlay and WebView2:

    "However when the in-game overlay is not supported Steam has fallbacks, such as showing the actual Steam window over the game, instead of rendering it inline, so hopefully that's not too bad."

    I'm unable to make this fallback appear in my game. Nothing happens at all when pressing Shift+Tab. Someone could tell me how I could make the fallback to work if that's possible? Someone managed to have Steam display something when pressing shift+tab on a game exported with WebView2?

    For reference, here is the free Steam demo of the game I'm developping. As you will see, there is nothing happening when pressing shift+tab.

    Thanks for your help!

  • Thank you very much for the reply and the link to the Steamworks plugin documentation, Ashley . If NW.js is about to get phased out, I'll 100% move on with WebWiew2.

    From what I've seen, shift-tab simply doesn't do anything when used in my game. I'll check if there are any fallbacks which allows to access the content of the overlay.

    Thanks!

  • Hello everyone,

    I'm currently putting my new game on Steam for testing.

    When exporting with Webview2, I've been reported that the Steam overlay is unavailable. I've found a blog post here stating that this will not change for technical reasons: construct.net/en/blogs/ashleys-blog-2/trying-show-steam-overlay-1861

    As not having the Steam overlay is quite problematic, I've now changed to NWjs, but noticed it is now deprecated.

    Also, with NWjs I have a big problem which has been reported by multiple users: when alt-tabbing, the windows are duplicated. Like if there were 5, 6 or more windows of the game open, but there's actually only one.

    So I'm wondering 2 things:

    1) What's the best exporter for Steam. Is there one that works flawlessly (no bug, overlay, achievements, etc.)?

    2) If it is NWjs, how do you get around that window duplication when alt-tabbing bug? I didn't find any information on this, while it seems very obvious and problematic.

    Thanks for your help! :)

  • Hi everyone,

    When I look for SCML news on the forum, most post are from 7-11 years ago.

    Are there new solutions for making "puppet" animations inside Construct, other than with Spriter?

    If not, what is the current support level of Spriter in Construct 3?

    And is Spriter 2 anywhere close to completion? I remember Brashmonkey already talking about it 5 years ago, but it looks like it's still in preorder state.

    Thanks for your help!

  • Oh, indeed, I was setting up the speed after setting the angle, and moving the speed action above the set angle of motion action fixed the problem. I overlooked this even though it's in the manual.

    Thank you so much for taking the time to reply Ashley , this is much appreciated. :)

  • Hello,

    I used Bullet behavior hundreds of time in past years without any trouble, but recently something really weird happened in my current projet. A bullet behavior started to change the angle of motion to 0 instead of the set value, and there is no easy way to change the value immediately after enabling the behavior.

    I searched the entire project but nowhere (according to the search feature) I set the angle to anything else than -90. Anyway, I always set the angle of motion just after activating it. I even tried to set the correct angle of motion before AND after enabling the behavior, just to be sure, but whatever I do, in a certain situation, the angle of motion will always be 0°. I also tried adding a "wait 0 second" action before setting the angle, but it doesn't work either.

    The only workarounds I found is to set the angle of motion to -90° every frame, or to wait 0.015 second after enabling the behavior to set the angle, but these are obviously very wrong way to do this.

    Am I missing something?

    Thanks for your help!

  • Wow, thanks a lot for the reply and the preliminary work on the math. oO

    I understand there is no easy solution for doing this in Construct 3 or Construct Animate.

  • Hello, is it possible to create a series of bones allowing animation for a single sprite?

    For example, I have drawn a dinosaur with a long tail. Can I define bones for this tail to animate it easily, or have I to cut it in small sprites, and then animate each of them with a bone in Spriter?

    I know Spriter can do the painful solution, my question is to know if the easy solution of keeping a single-sprite with multiple bones deformating the sprite can be handled either by Spriter or Spriter 2 (if Spriter 2 is released and functionnal within Construct 3), or by Construct Animate.

    Maybe Construct Animate can do this kind of things? Or if not, is it planned that it can this kind of things in the future?

    Thanks for your help! :)

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  • Hello!

    Just a small thread to announce that Healer's Quest released today on Nintendo Switch thanks to the portage from Seaven Studio.

    nintendo.com/fr_CA/games/detail/healers-quest-switch

    The game is still available on Steam of course.

    Thanks a lot to the Construct team for making this possible. :)

  • Thanks for the reply and the clarification about the problem in C3.

    I guess it means that there is no workaround in C2. :-/

  • Hi everyone,

    I'm using text objects for all the texts in my game, but many times the very top of the text is cut.

    It was already the case in the english/worldwide game, but for the Chinese audience, this is very problematic.

    Here is an example of what I have in my game (left) and how it should be displayed (right).

    Any idea how I can avoid that? Line height didn't seem to help, unless I'm misusing it...

    Switching all text to spritefont is not an option.

    Moving the text higher on the screen and adding newline& at the beginning of all lines is not an option (unless it's possible to append a text at the beginning of the text object, but I don't think this is possible) because there are thousands of lines which would need to be edited manually.

    Setting the vertical alignment to center is a solution, but probably means days of work, so I'm hoping for an easier solution.

    Thanks for your help!

    PS: I have this problem on a C2 game, but the exact same thing happen in C3.

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Rable

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