Ashley's Forum Posts

  • IIRC .mov is an older variant of .mp4. I didn't think there would be any significant difference in support for them and everything on the modern web would use MP4 instead of MOV. Are you sure you've encoded the video correctly?

    AFAIK alpha support for video is pretty inconsistent in browsers at the moment - you might have better luck encoding the alpha channel as a separate greyscale video, and then using it like a mask.

  • Controller support should work, but for Steam you need to install the GameInput redistributable. See the instructions under "Gamepad support" in the Steamworks plugin documentation. If it still doesn't work, please file an issue following the guidelines so we can properly investigate.

  • Whenever we've seen reports of "getModifierState" in the crash message, it's usually been a browser extension interfering with Construct and breaking it. Try disabling any browser extensions you have enabled. It would be useful to know which extension was causing this if you can find that out.

  • Whenever I test Steam support, it works fine for me - both on PC running with Steam or on the Steam Deck. That indicates everything on Construct's side is working OK - if it wasn't, then it wouldn't work when run in a test or development environment. If there's a problem with publishing, then that is all happening on Valve's side, and it's beyond our control - for example if there is some bug or issue with Valve's upload or publishing process, we can't fix it for them, nor is it reasonable to expect us to do so. So I'm afraid it is one of the times you have to go to another company for support with that, as it's not something we are involved with.

    We don't have titles that we publish ourselves, so it's a difficult thing for us to test. However it's one of these things where even if we did try to publish something ourselves, and it is broken because of something on Valve's side, it doesn't change much - we would still need Valve to fix it. So I don't think that makes too much of a difference here.

    AFAIK there are Construct users who are publishing titles to Steam, and the process isn't significantly different between NW.js and our newer export options, so I would assume this is working for at least some people. I'd guess that there is some configuration issue, mistake, or bug that only some people are running in to; if we can figure out what that is then hopefully it would be all sorted. But I would encourage you to go to Valve first, as I don't think there is much we can do about this.

  • I think this is something of a non-obvious consequence of changing the default Z axis scale from 'Normalized' to 'Regular'. It usually makes the Z axis work on a larger scale, e.g. for 100% zoom the camera Z would be ~600 instead of 100. However since the project near and far distance haven't changed, changing the Z axis scale effectively makes the zoom range smaller.

    I'll update the default near/far distances to allow a wider zoom range for the next release - but for existing projects you'll need to modify those values yourself. I'd recommend a near distance of 10 and far distance of 100000 (i.e. 10x the previous values) to allow a wider zoom range without significantly impacting depth buffer precision.

  • I don't think it's fair to blame Construct if Valve's upload process rejects a regular zip file.

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  • Check the 'Far distance' in the advanced section of Project Properties, and try increasing it. The 2D editor zoom level is locked between the near/far distance, because if you move the camera outside that range, everything would vanish as it's no longer in the renderable range.

  • 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.

  • 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?)