Danwood's Forum Posts

  • If in fullscreen, when i alt-tab and return back, keyboard isn't responsive until i click somewhere. To fix this, i used Focus browser action triggering on the "On resumed" system condition, which works only with the editor proprieties setting "Pause on unfocus", but that doesn't work in the exported game.

    Is there another way to fix that?

    Focus doesn't even work in fullscreen apparently

  • Right-click on the Fonts folder in the project bar and import a font of your choosing. WOFF seems to be the preferred type, but True Type (ttf) will work as well.

    My project uses Bahnschrift and Font Awesome 6.

    You will have to rewire all text objects by selecting the imported font.

    Now when you export, C3 should include the font in the package.

    Thank you!!!

  • I exported my game in WebView2, using one of the default fonts (Arial Rounded MT, bold) for the main menu.

    My friend sent me a screenshot, and the font is different!

    Is there a way to make sure every user shows the same font?

  • > Tell players they'll need to say goodbye to their previous saves. Keep the old version in another branch, so if they want, they can continue their old games.

    I don't think this qualifies as a solution.

    If you find one, I'll make a statue of you xD

  • As title, something wild is going on i'm unable to reliably reproduce (and as soon as i manage, i'll file a report).

    In my game, when i add or remove any instance from the project (including arrays, FileSystem etc), and load a previous save (using the built-in save/load system), there are some glitches, they appear totally random, like things that miss collisions, or invisible. Sometimes, the save loads with a black screen, which is often "fixed" by just shuffling the instances in my project's folders! THis started a few versions ago, i can't pinpoint which one exactly.

    I don't know what's going on... anyone alse having this? Maybe it happens only after a certain project size?

  • I wonder if it's possible to switch from NWJS to WebView2 in an already published Steam game?

    I'm guessing the folder and file structure will be different. Will this cause any issues? Will the game be able to access Local Storage data from NWjs version?

    Tell players they'll need to say goodbye to their previous saves. Keep the old version in another branch, so if they want, they can continue their old games.

  • It looks like this was previously discussed here.

    If the command-line switch works, you can use it - but it's a workaround, and usually we try to avoid making workarounds built-in, as it ends up getting messy in the long run. Construct already asks for the high-performance GPU (respecting the GPU preference in Project Properties, which defaults to high performance), but at the moment the Chromium browser engine ignores that. In an ideal world Chromium would support that and everything would run on the high-performance GPU by default without having to do anything. This issue looks like the most recent time it's been filed with Google, so I added a comment there - more votes on that issue might help.

    Thank you for the clarification, I've upvoted the issue, fingers crossed...

  • --force_high_performance_gpu seems to work, anybody can confirm this?

    Ashley should this be included as one of the checkbox for exporting?

  • Is there an arg i can use when exporting my game with WV2 to force it using the discrete GPU? I noticed it won't on my laptop, and I need to manually force my gpu to be used for the WV2 executable in the Edge installation folder, i don't want to induce my steam players to do the same.

    With NW.js i just named the game exe "run_game.exe" and it did use the NVIDIA GPU, but that doesn't seem to work for WV2... any hints?

  • Filed a bug report

  • As title, is it just me?

  • There is a known issue with WebGPU that updating textures seems significantly slower than WebGL. In Construct, changing Text objects and a few other things require updating a texture, so these cases may be slower than WebGL for the time being. I filed an issue about it back in June but it hasn't been sorted out yet. As WebGPU is still pretty new I think there may be a few early issues like this to be sorted out, but I think it's likely it will end up as fast or faster than WebGL in the long run.

    Gotcha. I was suspecting it depended on chromium, hopefully they'll fix that soon enough. I'll stick to WebGL for now, although i've set up everything to transition to WebGPU (updating effects).

  • I have a function that updates UI texts, and an event that triggers that function every tick during specific conditions: in WebGL it runs at 60fps, in WebGPU runs at around 10fps. If i disable the functions, runs again at 60fps.

    WebGPU is hella slow at rendering text objects.

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  • It's a great concept, the kind of game that facinates me. Trust me, this is going to be a lot of work since it's a complex game with many interconnected systems, it will take time and brain power! I know that because I spent 10 years developing an ecology survival sim called DinoSystem...

  • as title - there's the new browser action "set window position", but i can't find the right X/Y coordinates to move it at the user's desktop center.