dop2000's Forum Posts

  • there's nothing much we can do about it

    Ashley This is not true. You can contact Google/Apple support and explain them the issue in proper technical terms. And provide correct answers to their questions, logs, code snippets etc. Because you understand how your engine works, we don't. An frankly, it's your job, not ours.

    We pay money for the software, which claims to work everywhere and leave other engines in the dust in terms of performance. It's on the main page!

  • Have you tried changing this setting: in game properties on Steam (gear icon) -> Controllers tab -> "Steam input" for your controller type.

    Enabling/disabling it often helps to fix various controller issues.

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  • Construct had this issue with poor performance and frame drops on mobile since forever. And yet it's somehow not Scirra's job to fix it, but us, end users should contact Apple and Google support.

    I can tell you how it will go:

    Me: Hey Apple/Google support, my game runs poorly on Android.

    Them: Millions of games run perfectly fine on our OS. There must be a problem with your game or with the game engine you are using. Address your question to them. Ticket closed.

  • Try to isolate the issue - remove addons, disable or remove blocks of code etc. Once you find what exactly is causing this error, and if it's not caused by third-party addons, you can report it:

    github.com/Scirra/Construct-bugs/issues

  • It's not possible, when spawning a family, a random family member is created.

    You need to spawn a specific sprite or use "Create object by name" action.

  • rgbEx() takes values form 0 to 100.

    Use rgbEx255 expression

  • Gamepad buttons also have unique codes.

    A=0, B=1, X=2, Y=3, LShoulder=4, LT=6, RShoulder=5, RT=7, LStick button=10, RStick button=11 etc.

    If you are using sticks as left/right/up/down, then of course you will have to write some additional code to allow remapping them.

  • It's not a bug. If someone tells you "go left, but you can only move forward" - will you be able to do that? No.

    When you move a sprite with pathfinding behavior, it uses "Rotate speed" to make turns. When rotate speed is 0, it can't turn and therefore can't move.

    Before posting bugs for behaviors which have been around for ages, try to read the documentation first.

    And your sprite3 doesn't appear because node index is zero-based, you need to start the loop at 0.

  • but when you press play, it asks me for the Windows path.

    I've never seen this. Try installing the Linux build manually and see if works on Steam Deck. If it does, then maybe Steam serves you Windows version or you configured it wrong.

  • There is no exe in Linux version, instead there should be a file with your project name and no extension. Right-click it and select "Add to Steam". Then exit the desktop mode, boot back to Steam and you should see your game in Library -> Non-steam games.

  • It's difficult to guess without the project file. Check image points in all objects. Check that the bullet is spawned on a layer without parallax. Try attaching the turret with hierarchy instead of Pin - pin can lag slightly if the objects are moving too fast.

  • Gamepad controls should work. Are you using NWjs export?

  • Place an invisible tilemap, draw narrow paths on it from node to node. Set those tiles as walkable and the rest of the tilemap as not. Find a path, see which nodes it goes through, then move from node to node with MoveTo behavior.

    I suggest using EasyStar pathfinding, but you can do the same with the official plugin too.

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