bobatealee's Forum Posts

  • 13 posts
  • Hi, I want to 'screencap' my game's viewport during runtime and copy it over to a Drawing Canvas object.

    In a nutshell: press a button, game sticks the current frame onto a Drawing Canvas instantly.

    I want to do this so I can stick the screen to a certain frame and then manipulate the pixels on the Drawing Canvas to create an effect.

    Any help appreciated.

  • Bump. This is currently a big blocker for switching over to NW.js.

    Writing a file with the File System object does not work whatsoever on an NW.js export despite guides and comments all over the site touting compatibility between the two.

    I am no longer able to read or write save files with File System and its very useful picker tags, and that's a problem!

    EDIT: This seems more deeply rooted. Filed a bug report: github.com/Scirra/Construct-bugs/issues/8415

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  • Hi,

    The "Desktop features supported" condition for FileSystem does not return true when running on a NW.js export.

    It works fine with Webview2, but I do not want to use Webview2 until some of the deeper problems with it are fixed.

    I was using this to write save data to the user's local folder, as FileSystem is helpful for that. It seems like NWjs can do the same thing, but less efficiently (no cross-platform pickers).

  • OBS cannot display our webview exports. It appears as blank white screen instead of the game canvas. Streamers cannot live broadcast our games. This is a non-issue in NW.js

    Getting this issue on my end (Windows 11 23H2, NVIDIA GeForce RTX 3080 Ti) as well! This issue is what prevented a high-profile streamer from playing my game. :-(

  • It's difficult to have Construct set the executable details, because it's tricky to modify those properties in a pre-built executable. So for now it's probably best to use an external tool if you need to set those - something like Resource Hacker will do the job. Open the executable, choose 'Add script template', use the VERSION_INFO template, fill out the details you want, press the "Compile" button, and then save, and it should have updated the executable. Note if you digitally sign the executable you must do this before signing.

    I opted for repacking the executable and using Resource Hacker, yeah. It's alright, though I wish there were a way to easily automate the process.

  • I'm afraid WebView2 doesn't appear to have a way to control this at the moment - there's this feature request for it though.

    Unfortunate--this seems like a pretty big annoyance for using Webview2 for games on platforms like itch.io or Steam, where programs are (usually) expected to be "self contained". Hoping they do something about it soon!

  • Hi. I made a game that utilizes pointer lock and I have a standalone Windows version exported via Webview2.

    Despite being completely standalone and in a desktop scenario, it still shows an annoying pointer lock warning:

    How can I get rid of this?

  • Hi.

    I've been issuing a standalone Windows build of my game via the Webview 2 exporter. I noticed that I'm unable to influence any properties in Construct 3 itself (description, version, copyright).

    Am I expected to use a third party tool for this, or am I missing something?

    Thanks.

  • this was added in a recent beta, it's on the browser object

    Thanks a million!

  • Hi. I recently just published another game, and have menu items that play sounds when hovered over. You can still do this when the game is not in focus, but the sounds will not play then, and will instead stack up until the game is then focused, making an awfully loud sound. How do I detect if the game is not in focus to prevent these sounds from firing?

    Tagged:

  • The effect sprite is always spawned at the particle object position. If you know which coin the particle object is attached to (say with hierarchy or pin), you can accurately pick that coin.

    My effect sprites are given a small random offset in the particle parameters itself. There's a chance that, through sheer randomness, they could end up 'closer' to a different coin than the one that they are spawning from.

    Currently, I have the coin spawning a particle system and adding that system as a child. The system then spawns effect sprites. The root of the issue is that there's no way to actually make the connection between the particle system and its spawned effect sprites, unless there's some way Scripting could access that?

  • The only solution I can think of is to check which coin is the nearest (or overlapping) when the effect object is created.

    I thought about this and have tested it, but this method is very rudimentary and not entirely accurate depending on how the Particle objects end up moving.

  • Hi there. I have some coins.

    These coins spawn a Particle, to create a shine effect. These Particles use the built-in functionality of spawning a separate object as part of the system instead of the using Particle's own image.

    As you can see, all of the shine effects are gold. I would like the silver ones to have a silver shine, and the Sprite object I am using has animations for both gold and silver.

    How can I check if the Particle the object is a part of is gold or silver?

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  • 13 posts