Overboy's Forum Posts

  • Fair enough! I'll try to dig into this again when i have some time!

  • I don't even use the builtin script editor, so it is really frustratring that C3 forces me to wait for some validation i don't need, even if that time was optimized to only take 2 second instead of 10, it still wouldn't be ideal. (I launch the preview dozens and dozens of time per day, and it is still taking 10 seconds in previous versions instead of 20+ with Monaco)

    What is your opinion about adding an option "Use External Script Editor" to skip this phase? (This option could also be useful for potential extra UX enhacements such as suggesting to open the script with default app when double clicking it instead of opening it in C3 editor)

  • I'm not confortable with sending the project files, I didn't find a super minimal repro yet and I'm on a tight schedule right now, but if i find how to reproduce it at some point i'll fill a bug report.

    It looks like this is a "real world project issue" when a project has a lot of scripts, maybe it is related to scripts referencing each other, i don't know yet

    For now i stick to r429 to use CodeMirror and avoid the extra 10 seconds to launch the preview due to the "Validating Scripts" phase introduced with Monaco

  • Ashley Can anything be done to completely dismiss this new long "Validating Scripts" phase? Especially for projects that use external script editors?

  • Since Monaco was introduced in Construct 3 in recent updates, each preview launch of my game takes an additional 10 seconds to launch. (20 seconds in total)

    This is due to the new "Validating Scripts" phase (which last 10 seconds)

    Before Monaco, launching the preview of my game was approx 10 seconds, now its 20 seconds and it is really a threshold that is too annoying to work with.

    Any reason why this is so much slower versus when CodeMirror was used?

    I don't even use the builtin editor so all this friction seem very unnecessary,

    would it be possible to add an option boolean to completely skip this phase? (maybe that boolean should also disable the possibility to open a script file as a C3 tab)

    Maybe it could be a "Use External Editor for Script Files" option?

  • I think i found the issue:

    Downloading and switching to the v131 of Linux CEF solved the problem

    So my main theory is that my v133 of Linux CEF installed locally got corrupted somehow

    I remember clearing site data of C3 a few days ago to try to solve an issue I had with Monaco (it didn't fix the Monaco error btw), but it probably corrupted my v133 of Linux CEF and C3 didn't spotted it

  • Hey Ashley,

    I've been exporting my game with Linux-CEF for a few months and it worked. But since yesterday it doesn't work anymore, the app just crashes before the first line of my construct main.js script is executed. (it should normally do a window.alert but it crashed before)

    I spent an entire day trying everything I could to make it work again but it just doesn't work, i even got the help of a experimented programmer using Linux (Armaldio) for everything and we didn't manage to find the cause.

    The first displayed error is this:

    The weird thing is that this steamworks-x64.ext.so file is in fact present in the game files of the Steam Game, so Armaldio dig further and discovered a segmentation error

    Sadly due to lack of debug mode for Linux CEF export it is impossible to dig further, to understand what is this segmentation error

    Any idea on what happens here, did something change in the Linux CEF build process recently under the hood? Could it be due to an update to the Linux CEF project? Any way to make things more debuggable?

    Again: I use the exact same process i've been using for months to do my Steam exports (and it worked before), and my Linux CEF exported app crashes even before the very first line of my main.js C3 script is executed

    I can send my exported Linux CEF project by mail if it helps

  • I removed my tools from sale due to the SDK2 situations, 6 months before the first C3 update that won't support SDK1 addons is pushed

    Please read this thread linked below to understand why SDK2 is much more limited than SDK1, why it requires to rewrite all addons from scratch despite all the promises from Scirra that documented features would be supported forever, and why, as many other disappointed addon devs, I don't want to keep releasing addons for C3: construct.net/en/forum/construct-3/plugin-sdk-10/addon-sdk-v2-182122

    I already accepted that my addons can be ported to SDK2 and released for free by other addondevs, Federico already published a port of my JSON+ behavior addon yesterday :)

    I won't put SDK1 version for free until someone ported them to SDK2 to avoid people being disappointed due to lack of SDK2 support.

  • I don't know what happenned but yes it was one of the problems I had, thanks!

    Would it be possible to provide a reliable way to tell if the game is running on a steamdeck ? From JS if possible

    Additionally, detecting Steam OS might be great too ? As it seems valve is opening the paltform to other constructors.

  • I see thanks, we're getting this error: Error loading ".../steamworks-x64.ext.so': libsteam_api.so: cannot open shared object file: No such file or directory"

    Do you know what it could be ?

  • Hi Ashley,

    I'm currently doing a lot of experiments with exports for my game and the loading of my game is stuck at 100% on a Linux-CEF export for Steam Deck.

    It's probably due to an error on my end as the loading of my game is quite complex but the issue is that i have no way to debug this.

    Could you tell me how I can open the Devtools from code on a Linux CEF so i can debug my game on steamdeck ?

    I know showing devtools from code isn't supported by regular browsers, but i think each bundler such as NWJS/Electron/MicrosoftWV2/Linux-CEF etc... provide ways to do this

    Might be great if Scirra made an addon that allow to handle this kind of operation for all Custom Scirra exporters ?

    But yeah in the meantime could you please help me to do this for Linux-CEF export please?

  • Is the plan to have one export option for each platform, but with a unified extension system ?

    - MS WebView 2 for Windows

    - WKWebview for MacOS

    - Custom wrapper from WebkitGTK for Linux

    But all of them would support the same extension system as MS WebView2 already supports ?

    Would the custom Linux wrapper help for Steamdeck support ?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • 6. Allow to drag and drop an Instance from the Instance Bar to the Layout to copy this instance

    Right now we can drag and drop ObjectTypes from Project View to the Layout to create an instance of this ObjectType but we can't do the same with the Instance Bar

    It would be amazing if we could just Drag and Drop instance from this new bar to the Layout to create a copy of this instance. (currently, drag and dropping instances from the Instance Bar to the Layout does nothing)

    Ideally, the created instance should be exactly the same as the original instance (same common props like size, same variables values etc...). If the original instance was a Template Source or Replica, then it creates a Replica of this Template.

    Exactly as it works when copy pasting an instance in the Layout.

    It would allow cool workflows such as easily set-up "Templates Palette" in a top folder of the Instance Bar to then easily build levels of Replicas by just drag and dropping stuff (especially with the "Show Template infos" option enabled)

    (the user could put "Template Palette" instances on a "Template Palette" Global Layer)

  • 5. Allow unfolding searched Hierarchies and Folders

    This would be amazing both for Project Bar and Instance Bar, it's something i always wished we could do in Project View.

    This way by default, only explicitely searched Folders/Instances are displayed (folded), but then we can just unfold those Folders and Hierarchies to find their children (even if those are not explicitely searched)

    See example below, where i want to find a "Player" instance by typing "Chara" as its part of a "Chara" folder.

  • First of all, I'd like to say a big thank you for this amazing feature, it's the feature I've been waiting for the most for several years, and the implementation is perfect, it already comes with a lot of very handy things and the changes that have been made to my "Hierarchy Bar" suggestion are even better. It's very cleverly designed.

    Also special thanks for all the right click context menu options on the instances in this new Bar (flash selection, scroll, hierarchy/template/layer etc..) this is just awesome.

    Here are the first feedbacks i'd like to provide after trying the Instance Bar:

    1. Show/Hide UID Option

    Add an option to show/hide the UID number of the instances, as we can name instances using tags anyway but also because it could help to lessen the number of infos so it's less overwhelming in some situations(this option could be available in right click context menus)

    2. Put extra info on a seperate, right-aligned column

    So it's more readable, we should be able to drag the separator horizontally because the space required for the extra info could vary a lot between "Template/Replica infos" and "Layout/Layer" info for example, and we should be able to make sure the whole Template/Replica infos fits in 1 line (in case the name of the instance itself is very long for example)

    Also maybe the separator column would allow to remove the parenthesis ?

    3. Selecting an instance Folder should select all its instances in the Layout View

    (or at least, there should be a right click context Menu > "select all child instances" option for the instance folders)

    4. Option to automatically select the layer of the selected instance (while displaying Layers/Layout)

    This is an adaptation of a suggestion i made for the Layer Bar but for the Instance Bar instead, as it might be better.

    If the Instance Bar is currently showing more info for Layers/Layouts, add a check option just above to automatically select the layer of the instance. It would be very handy as way to select layer in workflows were a lot of instances are placed in the Layout. (avoid placing new instances on wrong "HUD", "FX", "Background" layers)

    Also now we have a lot of handy bar but not many places in the editor to dock them, it would allow to stack the Instance Bar and the Layer Bar together, and switch between the 2 only when needed. (as Instance Bar would allow to select Layer too)

    (it would only do something if the last selected instance was selected individually or if all instances selected together are on the same layer, if several instances were selected exactly at the same time on different layer, it wouldn't switch the Layer)

    That being said, having that option directly on the Layer View too could be great, maybe the best would be to have that option accessible both from Layer View and for Instance Bar in "show infos for Layers/Layouts" mode (disabling it in one place would disable it in the other place)