K3yshadow's Forum Posts

  • WackyToaster and dop2000

    I'm having similar issues, however the main one is with the Steam Overlay not going away when toggled off. It ghosts in the background of the Construct 3 game. Does anyone know how to fix this?

    dop2000

    Somewhere in my TODO list there is the item "Further Event Sheet Integration", particularly the possibility to set a keyframe that would trigger an action on the related instance, an "Action Keyframe" if you will. But I have no timeframe as to when I would start working on that.

    As for C3 crashing, I must have introduced that bug recently because I am pretty sure that should work, I will get around to fixing that for the next beta release.

    Great work so far on the timeline feature.

    Being able to change the animation/do an action on keyframe (such as character walking left etc) would be hugely beneficial for making cutscenes in pixel-art based games. It would really help with top-down RPGs, platformers etc.

    I'm really looking forward to seeing timelines expand in the future :)! Keep up the great work.

    Hey guys just an update! I managed to get it all up and running (after many failures and navigating through the somewhat hard to read documentation)! Yay!!! I'd also like to thank Anonnymitet for his Steam file because it solved my problem of the nw.exe not loading. So thanks man!

    Thanks everyone!

    Hey guys,

    So I just got Greenlit two days ago and I'm just trying to figure all of this stuff out. I've managed to get through the whole process however I'm really stuck on how upload a build onto Steam. I tried to follow the video tutorial with the Steam SDK on the site, however it leaves a lot of things unexplained, and I got errors following it. I'll try it again, but can anyone give me a brief overview of what I have to do to upload my game onto Steam?

    If someone could point me in the right direction with regarding how to upload my game to Steam, I'd be really thankful.

    Sorry for the newb-ness!

  • Hey danuyos and korbaach, thanks for responding!

    I really appreciate the link you gave me korbaach! This is what I've been looking for! Thank you for taking the time!

  • Lets say I have a standard Notepad text file called "GameScript.txt", which contains the script for the game (what characters say etc), is there anyway I can reference that text file in the "set text" event?

    For example:

    Let's say I have a character called Jane and I want her to say "Jane: Whoopie, I love fish in the morning after wine." In my "GameScript.txt" file, I have the line "Jane: Whoopie, I love fish in the morning after wine." on row 6 of the document, is there any way I can reference that line instead of typing out the line into the text box manually?

    It would make making changes to the script far easier, and it would allow me to easily translate the game, pointing the game to the translated "GameScript_French.txt" file, instead of manually changing the set text's to french.

    I hope that makes sense? If not, just respond and I'll try to make it more clear.

    Thanks for any help guys!

  • Basically, this is the only thing missing from Construct 2.

  • Hey Tokinsom,

    1) I realise that overlapping at offset is an incredibly important feature, but for me it created a lot of problems when it came to differing screen resolutions and NW.js. When someone booted up the game, I had no idea whether or not they were gonna get the bug and I believe that removing overlapping at offset helped me quite a lot when it came to containing the random bugs in the NW.js export.

    2) Unfortunately these bugs weren't caused by events not being properly prioritised. By rejigging around the code I meant more like replacing code, getting rid of it completely or even in some cases moving events to certain triggers.

    The bugs do appear to be random so I wouldn't even begin to know how to replicate them and unfortunately I don't have the time to do so. If they come up in a smaller project, and I can identify what's causing them, then I will most certainly report them. For now all I can offer to the community is my above post and the ways I felt I managed to solve the problems in NW.js exports.

  • Hey guys I just wanted to give an update.

    So basically over the past couple of days I've been testing it and here are my results:

    • The game using NW v10.5 currently works fine on the majority of computers. As far as I can tell, I've got it down to 0 bugs running on these machines, however working code had to be moved around to fix the random export bugs. I also had to eliminate all code using Overlapping at offset. Overlapping at offset appeared to be creating to many random problems in the export builds. So those have been replaced with player overlapping, trigger volumes.
    • Unfortunately there appears to be one computer on the batch I tested on which flat out refuses to work with the NW exports. I have tried numerous things, including not minifying the code (which caused massive slowdowns... for some reason ><), but it just doesn't seem to want to work. This computer (when it works) appears to get stuck on one particular section which requires the player to overlap an trigger volume and left click.
    • Despite this one computer which doesn't work, I'm going to go ahead and release the game. If someone gets the random game-breaking bugs that the one outlier computer gets then at least it'll give me more data so that I can attempt to fix it as right now I have no idea what is the causing the bugs. It's for this reason I can't submit a bug report, because I honestly don't have a clue where the bugs come from or why.
    • It's important for me to note that this is a project with roughly 900 or events, and lots of assits. The game has been tested, A LOT, and as far as I can tell none of the random bugs that happen are due to the game's code. They seem to be attached to screen resolution (the game is running at a fixed 16:9 resolution), with each computer behaving differently (with each computer running a diff resolution from a resolution that matches the 16:9 screen resolution to completely square 1024x1024 resolutions).

    SOOOOO.

    My advice to those experiencing problems:

    1) Try to avoid using overlapping at offset. Instead maybe use triggers, or something else which isn't as hit and miss in different resolutions.

    2) Simplify your code as much as possible without breaking it. For example: If you have code which has bits disabled out, then delete the crossed out bits. Also try to make sure nothing, such as variables or various different events, crosses over.

    3) Sometimes something as simple as rearranging a line of code to put it in front of it's queue, does enough to get rid of random bugs in NW.

    4) Test on as many PCs as possible on as many different resolutions as possible. Something might work fine on one PC, but on another you might get game-breaking bugs, so always check them.

    That's about it. I hope that helps anyone. If you have any more questions then feel free to ask. Hopefully I didn't make it to confusing... I'm pretty tried ><.

    Moving forward I will probably continue to develop games using C2, however I'll just have to wait and see what the reaction is to this game and whether or not a lot more random bugs appear.

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  • So I've been trying with NW.js v 10.5... and as far as I can tell, the same random issues seem to be occurring. I'm just sending the build off for testing, to clarify whether or not this is the case... but I don't expect the results to be positive.

    Not to sure what to do. Will keep checking over the build to ensure there aren't any bugs in my code, but right now I'm feeling like I might even have to release this game (which I've spent 2 months on) for free and move onto my next game on a different engine. A desktop export which may or may not work just isn't good enough, and isn't something I can charge for.

  • Okay I'll try that. Thanks. I'll give it a go and come back with any feedback. Hopefully it'll fix things ><.

  • How would I revert my NW back to v10.5? I know how to revert back to C2 r192 (although do you think I'd get any errors?), but I'm not to sure how to go back to NW 10.5.

  • I'm using the latest version (9th March). Wouldn't the v10.5 have the Chromium 38 bugs in (with the frame stutter?)

  • Right... well I'm not gonna lie, that's slightly worrying ><. Could it be the NW.js version? Should I try some previous versions of NW.js?

  • Hey guys,

    I was wondering if someone could help me.

    I'm currently exporting a large-ish Construct 2 project to NW.js (roughly 50-100 mb). Everything works fine in the debug-version/playable version from the engine, however when I export the game things that work fine, break. The main thing I appear to be having problems with is overlapping sprites and also overlapping sprites at offset (for example, if overlapping sprite, something happens).

    I honestly have no idea how to fix it because the game works fine, there are no bugs, in the engine version, and I have no idea how to fix these export version bugs or what's even causing them. Once more, these bugs appear randomly. For example, on my friends computer he'll have a bug in the export version, however on my computer the bug won't exist in the export version.

    I've also tried running it at different screen resolutions but once again it just appears random whenever these bugs occur.

    Does anyone have any solutions? I think it's something to do with the exporting process, because the de-bug/engine version works really well.