jobel's Forum Posts

  • I checked ChatGPT and it mentioned Depot mapping, maybe that is what I need to do...

  • The_GD

    Do you know if you can have Windows-Only for the main default branch while testing the linux Deck verion for the beta only? I don't want the linux version to be live for normal users. I don't see that as an option.

    If you select that the game is supported by Windows and Linux won't people be expecting that for download?

    I just want to test if the game will open and run on the Deck. I need to add more support for the controls, but I don't want to bother if it won't even work!

  • Interinactive

    how were you going fullscreen? Browser Request Fullscreen? or a NWjs thing?

  • ah okay good to know!

    I wonder what the best way to transition over, since the game is now released and I don't want users complaining of losing progress.

    I suppose I could look for local storage items and if found transfer them to a new save location, then remove the local storage items.

    System>Save Game though, not sure how I get around that. This is less to do with overall progress and just a way for a user to pick up where they left off mid-game. So maybe its okay?

    However I would love for a user to be able to quit the game on Boss 4 on their desktop, go away for the weekend with their laptop, open it up and hit continue and they continue from their game from boss 1. I probably can do without System>Save Game since its a turn based game, I could probably remember the and setup the same state, but Sys>Save is just easy.

  • alastair

    do you write to Local Storage and use the Save Game state in your game?

    How do you get it to save to this folder? Or are you saying you "write to binary" and load form it as well?

  • oh I just found out how to reference through Steamworks the WinAppDataLocal directory... so if that is in fact the save game and local storage it should work!

  • oosyrag

    Thanks, I couldn't find what they were talking about in that post I think because it was iOS, but I tried out these...

    NWjs.AppFolder tells me where the .exe is

    NWjs.ProjectFilesFolder points to a temp folder (this could be it)

    NWjs.ChosenPath&newline this is blank!

    NWjs.UserFolder this is just the user folder

    however, Andre on Discord mentioned

    /AppData/Local/{GameName}/User Data

    which has many folders and files and they told me this was it... but I can't tell what "it" is.

    I need to point Steamworks to a location where the save data is and the fact that is outside of the steam install I don't know how to reference it. So I need to make my own folder inside the install folder.

    but I don't know if I can do that. Andre mentioned potentially using Write Binary and using a Binary Data object?

  • That directory is pointing to where the game is installed via Steam.

    [SteamInstall]/SteamApps/common/GameName/SaveDir

    I can change it to any path I want.

    but when I navigate to that folder all I see is:

  • I'm trying to setup auto-cloud on Steam.

    Valve backend is pretty clumsy and patched together. However, it is what it is!

    That said, I'm finding it difficult to set up a newer feature called auto-cloud to allow players to switch computers and have all their save games and local storage transferred over.

    afaik we have no control over where local storage is saved to and the same goes for game state saves. but I'm wondering if I can point to the location from Steamworks, if I can find that location!

    Here is the interface. I don't see how I can set a directory to make Local Storage save to.

    any suggestions would be helpful. Thanks!

  • dop2000

    Greengrind addon by Mikal which provides access to a few more APIs, but it's still based on outdated official plugin.

    I don't understand. Do Greenworks and Greengrinds use the same official plugin?

    I love Mikal's Greengrinds, it has many more features. but I don't currently use it because I'm so wary of using non-official plugins.

    I would like to know the architecture more as I have multiple games releasing on Steam soon.

    I'm very excited to hear an interest for more Steam and possibly Epic support!

  • Overboy were those betas? I only use Stable versions and this issue was so blatantly obvious since I have been doing the same things this whole past month and as soon as the Stable version dropped I got the freeze.

  • alastair

    To me, it feels like it only happens when I've imported lots frames and had the animation editor opened for a long time, maybe doing other things like deleting frames or using hotspot.

    So my workaround is to just import the frames, then quickly close the animation editor, then save, then open it again and continue work in the anim editor with placing hotspots and such.

    YES this exactly. I know bugs you can't reproduce are SUPER annoying. But I feel like this is good place to start for the Construct team to reverse engineer because its so hard to reproduce.

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  • DiegoM On one Sprite object I have about 150 animations. All are 8 frames that loop and are 64x64 in size (pngs).

    They also share the same collision boxes so I am often importing a sheet and then right-clicking Apply to all animations.

    I've noticed if I do a number of these re-imports without saving is when it happens. If I do one at a time, close and save, it seems to avoid the issue.

    I also am using a Project Folder Save. So it feels like save thing maybe?

  • I don't really know how to reproduce it. So I was just wondering if others were getting it.

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