Ashley's Recent Forum Activity

  • Just to update this thread regarding the gamepad input issue - Valve got back to me about this, and it turns out that Spacewar - the title with app ID 480 often used for testing purposes - has a custom Steam Input configuration which appears to be why gamepad input doesn't work. I think that means Steam is taking over gamepad input and expecting the app to use Steam Input APIs, but in a Windows WebView2 export it's just using the regular browser Gamepad API, which inside Chromium is using the regular Windows gamepad APIs. So basically it's a configuration issue.

    If you have your own app ID, you should be able to configure Steam Input for that app in the Steamworks app admin - I think you just want to turn it off (from the documentation it looks like you can choose 'None selected') or use a default mapping. As we don't publish titles ourselves we don't have an easy way to test this right now - perhaps someone can give it a go? Hopefully this means you can both initialize the Steamworks SDK and still use gamepad input (providing you set "allow-host-input-processing": false for now until the WebView2 bug is fixed).

    I've also asked Valve for advice on how we might be able to set up a testing mode where you don't need your own app ID to check Steamworks integration and gamepad input are working - hopefully we can make this a bit simpler to try out.

  • I think we will get round to this at some point - there's just a lot of other work to be done at the moment - but I would point out that the place we normally advise to post feature suggestions is here: https://github.com/Scirra/Construct-feature-requests

  • The first issue is a combination of two bugs - see this thread. Currently there's a WebView2 issue that prevents gamepad input working when you enable a setting to allow the Steam Overlay to work. You can turn it off, but then it still doesn't work, seemingly due to a bug in Steam Input, because if you disable that then it finally works again. I've already contacted Valve about that but not heard back yet - if you can report it to them that would help get attention.

    As for Proton any issues with that are very much on Valve's side so that's another thing to report to them. For now I would recommend using the Linux CEF export.

  • In general I can't easily tell from just screenshots - it's best to share a sample project. In this case if the same logic works OK on other platforms, then it would be best to file an issue following the guidelines. In the mean time you may be able to work around it if it is a bug by using File System instead of Local Storage.

  • Local Storage should still work the same in a Linux CEF export. It won't however share data with an export of a different type like Windows WebView2 - although last I checked, Windows WebView2 didn't work on Steam Deck - does it work now? Perhaps they've improved the emulation.

    You might also want to consider using File System. Files saved to the system will naturally also be shared between any export option.

  • Your event sheet has two mistakes:

    1. By default local variables are reset every tick, so SaveText will get cleared while the picker dialog is open. You need to make SaveText static so it preserves its value, or make it a global variable. Then saving works providing you enable the action to set SaveText to SaveStateJSON.
    2. Loading doesn't work because the open picker tag is the same as the save picker tag ("mysave"), so when opening a file it will also try to save to it. Use a different picker tag like "myload".
  • Please note that issues only reported to the forum will generally not be investigated, but it looks like it was already filed on the issue tracker, which is the right place for reports like this.

  • If you run in to a problem with Construct, please file an issue following all the guidelines. Issues reported elsewhere are unlikely to be investigated. Note it may be the same as this issue.

  • The editor should work offline indefinitely, but you need to be online every 7 days to re-validate a subscription (see using an account in the manual). If you go longer than 7 days offline with a paid account, all that happens is it will go back down to the free edition until you go back online. You can still use the editor and even open your projects with the free edition, but subject to the free edition limits.

  • I'm not aware of anything we intentionally changed. If you think there's an issue with Construct then you should file an issue following all the guidelines.

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  • I tried out Demonoire on an iPad running iOS 26.2 and was both surprised and not surprised to find it did look pretty awful with a lot of flickering. Surprised because I didn't know that was happening before, and not surprised because developing for Safari is a total nightmare largely due to Apple's negligence. It looks like the flickering only happens with the new WebGPU renderer that is only supported in Safari 26+ and it's OK with the older WebGL renderer. Given we're waiting on Apple to fix a known flickering bug with WebGPU we just released r466.2 that disables WebGPU in Safari for the time being, so if you try it again on your iPad with the latest Construct update, it should be working a lot better.

    As I mentioned, due to Apple's negligence Safari is the most buggy and worst supported major browser, so I would strongly recommend using any other browser on macOS. On iOS unfortunately due to Apple's brazenly anticompetitive browser engine ban, all iOS browsers at the moment are just skins over Safari, so you can't escape it. Hopefully our latest update helps though.

    The mobile version of Construct is designed mainly for reviewing and tweaking. It doesn't support all editor features because in many cases it would require a significant redesign or upgrade to properly support touch input, and especially if it's meant to support screens as small as a phone. And as mentioned even if it did support everything, it may well be the case nobody wants to do that kind of heavy development on a mobile device anyway. So for now we're leaving the mobile editor as a sort of lighter editor.

    You can however open Settings and change UI mode to 'Desktop', and use the full desktop UI on a mobile device like an iPad. It should work particularly well if you have a keyboard and mouse attached, in which case it should function pretty much the same as a laptop!

  • A CORS error generally means the server configuration is not correct and it is blocking cross-domain use of resources. Look up Cross-origin resource sharing for more details.

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Ashley

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