Ashley's Recent Forum Activity

  • Are you sure you're using the latest release? If I open a project and switch the Z axis scale back to 'normalized', the option appears for me:

    You might also want to review the near and far distances in the 'Advanced' section - if you had previously changed those, you may need to increase them for Z axis scale 'Regular'. Those also affect the maximum zoom range in the Layout View.

  • When I upload the zip without changing it, I always get "Error: Failure."

    You should contact Valve if there's a problem with the upload process. Construct is just generating a regular zip file - I don't know what could be wrong with it or what we could change.

  • Yes - have a browse through the reference in the documentation and you'll find the ILayer method cssPxToLayer() as well as lots of other useful things.

  • Most input events like keyboard, mouse and pointer input are fired on IRuntime so you don't need to forward them yourself. For example you can write runtime.addEventListener("pointerdown", e => OnPointerDown(e)), just like you would with document or window in the DOM.

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  • It's expected behavior. 2D layers disable the depth buffer, so 3D objects will most likely look wrong, as they require the depth buffer to render correctly. Whether or not it looks right depends on the draw order and the specifics of the content being rendered. It should not be too surprising that you need to put 3D objects on 3D layers!

  • The way construct exports the linux version does not cooperate with the steam web upload page because of the directory hierarchy

    As of the latest Construct releases, when you choose to export to a single platform (e.g. just x64), it should place everything in the root level of the zip - there is no subfolder and so no need to unzip and re-zip.

    I'm not sure what else to say - whenever I test this it works for me. There must be something you're doing wrong or some configuration is different on your end, but I don't know what that could be. Maybe it would be best to go to Valve for further support.

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    I'm afraid for security reasons we cannot deal with such queries on the public forum - they have to be dealt with by email, so closing this thread. Due to staff time off responses may be a little slower over the summer - you should get a response next week (beginning July 27).

  • It's probably a bug, and I'm afraid it's hard to help unless you file an issue following all the guidelines.

    If you just want to recover your project, the best thing is just to restore a backup (because you keep backups, right?)

  • Construct's savegame system is designed to be robust against changes in the project. It should just continue to work even after updates to your project.

  • Nice, cool to see Construct games working on new devices! If you could get GPU acceleration to work that should improve performance a great deal.

  • What if there was a hidden internal unique ID for layers? So it doesn't have to assume that a rename was a layer deletion, because it can see it still has the same ID.

    Layers already have an internal unique ID, but it doesn't help solve the problem. Each layout has unique layers; the only way a batch operation has to identify the "same" layer across layouts is its name. You could have a manually entered layer ID to help batch operations identify layers across layouts, but then you just have the same problem if you want to change the layer ID across layouts.

  • OK, so it looks like it's not just achievements, the entire Steamworks plugin is failing to initialize. I'm afraid it's difficult to help though - whenever I test this it using the Steam Devkit client it works fine, and I don't know what you could have done differently that would mean it doesn't work. Are there any error messages in the Steam Devkit log? Are you sure you are not doing something that is causing a problem with file permissions?

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Ashley

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