Ashley's Recent Forum Activity

  • We just had a couple of hours outage on the build server, but it should be working again now. This may have caused this issue so give it another try now, perhaps it'll work. Apologies for the inconvenience.

  • We just had a couple of hours outage on the build server, but it should be working again now. Apologies for the inconvenience.

  • For what it's worth, the export image looks like a glitch caused by a buggy graphics driver. Checking for a driver update or any available system software updates might help.

  • "<app>" should be used as the picker tag, not part of the path.

  • I just published an update to the Steamworks addon (v1.4.2) which includes the new expressions AppOwnerAccountID and AppOwnerStaticAccountKey (based on the Steam ID of GetAppOwner()). Hopefully that now covers everything you need.

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  • Contact supportjyl@construct.net with any details you have and we will try to recover your original Construct 2 purchase. However I'm afraid we will need some kind of proof of purchase as otherwise we have no way to either find your old account or verify that you are the owner.

  • This was also reported here, but by the time it checked it was working for me. Is it working now?

  • This was also reported here, but by the time it checked it was working for me. Is it working now?

  • OK, I'll look in to exposing the app owner account details via the plugin.

  • My AI took a peek at the GitHub repo to understand it better, and noticed the user ID is retrieved from the UserStatsReceived_t callback.

    That's incorrect - the plugin actually ignores that event (typical AI hallucination...) It currently just logs to the console in that event and does nothing about it.

    A potential fix might be to use the standard SDK function SteamUser()->GetSteamID() instead. This synchronous call should always return the ID of the actual current player, which would resolve the issue in Family Sharing scenarios.

    This is what the plugin already does: it ends up calling SteamUser()->GetSteamID().GetStaticAccountKey().

    So I'm not sure what the problem would be - perhaps there's some other ID we need to expose with the plugin, but I don't know what that would be - it probably depends on how all the server-side validation works. It might be a good idea to ask Valve for support.

  • I'm not sure what you mean. It's not impossible to change the import - you can change it, but then you might need to update code that references it, because those imports work differently (e.g. with the first you can call GetMessage() directly, with the second you must call Main.GetMessage()).

    I don't know what you mean about forcing importsForEvents to update, nor why JavaScript would do this differently - it should work the same.

  • You don't need to extend that code for every sound file - an array with just a list of filenames should suffice, and you could do something like build a map of filename to loaded audio from that.

    I would say Construct's option to preload all sound is a pretty blunt instrument, particularly for large projects. With scripting it's easier to do better and do things like group sound files in to sets that are loaded and unloaded all together - in which case you'd need to write arrays of paths anyway. I guess we could add a script API to list all files the project was exported with, but then it won't reflect changes made after export, which I'm sure would end up tripping some people up.

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Ashley

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