Rable's Recent Forum Activity

  • Thanks a lot for the detailed reply and steps on how to fix. I'll try all that and post an update here if it fixes the problem.

  • Final test:

    Keeping only "Steamworks is available" condition allows the game to run correctly on Steam.

    My theory is that the condition "set value to Steamworks.PersonaName" causes a problem within Steam.

    I created a minimal project here :

    drive.google.com/file/d/1qvVTFsA1phItDKrhehoWteW8dbbhU2Eq/view

    Exporting this and putting it live on Steam gives the error message for me when trying to launch the game.

  • Additional note :

    On Steam, the project WITH the plugin Steamworks but WITHOUT any event using it WORKS.

    As soon as I keep my events described above in the project, Steam gives me the missing executable error message.

  • Thanks for the replies.

    After more tests, I managed to make the export work as long as I remove Steamworks, with webview and nw.js. The problem with NW.js seemed to come from command lines.

    However, with Steamworks in the project, it still crashes all the time.

    After even more tests, I noticed that keeping the Steamworks plugin in the project still works as long as I remove my events calling it. And my only events calling it are.

    Steamworks is available --> set value to Steamworks.PersonaName

    With that, the game works when launched OUTSIDE of Steam, but I still get an error message when trying to play it on Steam :

    "An error happened while launching the game: game executable missing - C:\Program Files (x86)\Steam\(path)" (translated from French)

    It's not an option to share the game publicly, as I worked on it for years, and I feel very uncomfortable just throwing my work out on the internet like that. However, if someone wants to take a look, I'd be happy to share it privately.

  • Hello,

    I have serious problems with the exports of my game. Here is the behavior I have:

    1) Exporting with Steamworks plugin makes it crash (and launches Steam, which displays an error message: missing executable)

    2) Removing Steamworks plugin from the project AND not minifying the script AND exporting with WebView2 makes the build to work!

    3) If I do the same as 2) but try to minify the script, the build crashes at launch.

    4) If I do the same as 2) but export with NW.js, it crashes at launch.

    4) If I do the same as 2) but keep the Steamworks plugin in the project, the build crashes at launch.

    I can preview the game in the editor without any problem, so I doubt this is related to the events in the project (?).

    I'm really lost about what could cause that. Any idea of what could the problem be?

    Thanks!

  • 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!

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  • 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!

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Rable

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