Ashley's Forum Posts

  • The problem is even where we can reproduce issues with this, there's nothing much we can do about it. From Construct's point of view Steam is a black box that automatically modifies the way the application works. It is meant to just work automatically and is not customizable. So I would say you should get in touch with Valve first regarding any issues with this - it's their software, their documentation says it should just work, and if there's a problem with it then they need to fix it.

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  • Please only post in English on this forum - see the Forum & Community guidelines. I used Google Translate to translate the post from Russian.

  • It's meant to work automatically. If it detects the in-game overlay isn't supported, then it automatically uses fallbacks instead. In my testing the fallbacks worked as expected, for example showing the actual Steam UI over the game instead of the in-game overlay.

    If the fallback doesn't work as expected it's hard to offer any help as it's entirely implemented by Valve as part of Steam - it would be best to direct any further questions to them.

  • It's just not been implemented. It needs a separate mechanism on mobile, because click-and-drag doesn't apply with a touch screen, and touch-and-drag is already used for scrolling.

    On mobile there's actually a range of features that aren't supported, including entire major features like the Timeline Bar, because making them work on a small screen with a touch interface would be a major project. That's why we say the mobile UI is designed for reviewing and tweaking projects, rather than main development, which should be done with the desktop UI. On larger devices like tablets you can put Construct in to desktop mode in Settings, attach a keyboard and mouse, and use it like a small laptop.

  • The Steamworks addon should actually be easier to use - you don't need a steam_appid.txt file and it includes all its dependencies so it should more or less just work after an export without extra configuration steps. The documentation is here so maybe double check that. If you are still doing extra configuration steps you used to do for Greenworks, make sure you stop doing them for Steamworks, as it might actually break it.

  • If you believe you've run in to a problem with Construct and think we should fix it, please file an issue following all the guidelines. I have to point out though it's common that people make mistakes in their project and assume it's a Construct bug. Another cause of problems can be issues with browsers or system software like graphics drivers which are outside our responsibility. It's surprisingly difficult to say what the real cause of the problem was until it's fixed, so I would caution against ever jumping to conclusions - even if you think it's obvious.

  • Try uninstalling the app and do one of these two things depending on whether you want stable releases or beta releases:

    • Stable releases: install from editor.construct.net, and open Settings and make sure the update notifications are set for stable releases
    • Beta releases: install from editor.construct.net/beta, and open Settings and make sure the update notifications are set for beta releases

    If you mix these up and do something like install a stable release with notifications for beta releases, you've essentially bookmarked a stable release which will always then notify you about the latest beta. I figure that kind of mix-up is what's happening in these cases - if you've done one of the above two things and it's still showing incorrect prompts, you'll need to file an issue.

  • I was able to reproduce and fix an issue where specifically just the debugger popout window appears in the wrong place when the primary monitor is on the right and the secondary monitor is on the left and the debugger popout window is moved to the secondary monitor on the left. I can't see that there is any other issue affecting either the game preview window or if any of the editor bars are opened to a popup window, so if anyone thinks there's a separate issue with those, please file a new issue.

  • Used C3.SDKPluginBase for plugin.js, C3.SDKWorldInstanceBase for instance.js, and C3.SDKObjectTypeBase for type.js.

    Is this in the runtime or the editor scripts? It's not clear from your post.

    I would guess you mixed up SDK v1 and SDK v2 classes. If you're making an SDK v2 plugin, look at a sample like singleGlobalPlugin and copy whatever it does. For example the base class for the runtime type.js is globalThis.ISDKObjectTypeBase. Note that's a single-global plugin though, you may need to use a different base class for things like instances that appear in the layout, in which case refer to a suitable example, such as drawingPlugin which uses globalThis.ISDKWorldInstanceBase as the base class for the runtime instance.js.

  • The build server is working for me right now, so it is up and running and taking connections. So I'd guess it is more likely a connection issue on your end.

  • In Google Chrome, window size and position (including the debugger) are saved correctly, which is great. However, the dual-screen feature no longer seems to work, even though it's enabled in the Construct 3 settings.

    It's not clear exactly what you mean by "the dual-screen feature". Can you explain that in more detail? Construct didn't really have any specific dual-screen features prior to the latest stable release, other than the ability to open popup windows for some editor bars and move them to another display. The only thing that changed in the latest stable release is now it can remember the window positions across multiple displays (providing you enable the window management permission), and Construct will now also attempt to automatically open popup windows on startup for the editor and debugger.

  • I would point out that hierarchies are better than pinning - the Pin behavior is mostly there just for backwards compatibility. See superseded features.

  • I would recommend using WebView2 as NW.js is in the process of being phased out.

    I'm afraid however there's not much we can do about the in-game overlay - the current status of that is described in the Steamworks plugin documentation. The more people who ask Valve to support it the better. 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.

  • With the WebView2 exporter? When the in-game overlay is not supported Steam switches to fallbacks, and that should mean the toast notifications that say an achievement was unlocked still work.

  • Yeah, it's all still there and works the same as before, it's just currently marked deprecated. NW.js will be removed likely after the next stable release, but it will continue to be supported in the next LTS release until the end of 2026.