Rebel Zodiac's Forum Posts

  • Hey KannonBoom try clicking on the sprite from the project panel on the right and then on the left panel check to make sure your opacity isn't 0% and the box that says initially visible is checked off. A couple of other things to check are Z order and sprite movement. If you have a background or other object it may be showing in front of your blocks right click the block and check the z order bar. If your blocks have movement like a bullet behavior it could just be flying off the screen. I'll attach a couple photos. Hope this helps.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hi pandabear I'm not sure if this works the same since I have a game that saves using local storage events. I just exported it to WebView2 and saved progress which showed up in Local AppData. You may already know how to get there but you type %appdata% into the windows search bar then click on AppData at the top and then go into the Local folder you may see a folder for your game in there. I'll add some photos. Hope this helps!

  • Hi ZeldaVerde (love the name) I just tried a little something that might help. This 2 event setup enables double jump only when the player hits the jump input and should work even if you change the input from default to something else since it enables on jump. It disables double jump again once you land. If you walk straight off a platform you get no jump and just fall. I hope this helps!

  • Hi Cameron, This may or may not work but looking at the top of your events I see you have on anim end OR is respin > Set ROdds and Set Respin to False. What might be happening is Construct is seeing this as if Respin is True set it to False right away which will make it always False. Try to add a wait 0.1 seconds right above your Set Respin to False. This should allow the ROdds event to happen before it sets Respin back to False. I am no expert by any means just scrolling through the forums trying to help.

  • Ok so I found the solution....total user error on my part. As I mentioned I'm new to this and this was my first go around with Greenworks and the Steam API. This also ended up worse before it got better and I'm hoping to help prevent the same headaches for anyone who reads this in the future. When I went to make the game pause when overlay active I did have it set correctly, however when I compiled the project I not only still had this broken but also managed to break my achievements.. Now I didn't immediately check my project because I had also just reset all achievements on steam to re-test them and I thought that the command I ran "reset_all_stats <appid>" to do that had somehow broken something because my game was only in pre-release and not public. Before you end up feeling as dumb as I did and go 50 builds deep like me...here's what happened. Anyone who goes looking will see that you need 4 files from the Steam SDK that are compatible with your version of Greenworks and NW.js these are .dll and .lib files the first being in public>steam>lib> and then whichever OS you're building. You will notice in that folder win32 and win64 each have a folder. The other files are in redistributable_bin in this folder you will see a folder for win64 BUT no folder for win32. The 2 files not in a folder ARE the win32 .dll and .lib files. You can imagine that fishing for these files could get annoying every time you go to build..which is why I tried to be slick and put all these files into a folder so I could just copy/paste all at once into the package file. Here's where I messed up I was building for win64 but when I made my little "shortcut" I grabbed the 32 bit redistributables...yeah..so for the next 50 builds I was copying the wrong SDK files from my "shortcut" into my build which of course broke communication with Steam and caused everything to break including achievements. I hope this helps save someone from being dumb like me. Lesson to be learned here is that I know releasing your game is exciting and this is the final stretch before doing so, but chill, breathe and take your time because 2 files being wrong could ruin your world quick. Sorry for the long post I hope you all have a great day!

  • Yeah that's what I'm thinking too. I searched everywhere for info on this and recompiled the game uploaded to steam like 10 times and was finally like yeah...forum time lol thank you for helping me troubleshoot. If I somehow figure it out I'll post the result here.

  • Hey oosyrag Thank you for the quick response. I did try that with a text by setting visible/invisible also tried the same thing with a sprite. The pause function is working fine on it's own with normal controls even pauses if the controller dies. As far as the same tick thing I know exactly what you mean I've run into that before and I've gotten around it by using a wait 0.1 seconds before next event. This doesn't seem to work in this case it's almost as though the Steam Overlay activates but doesn't call back to the game and tell it "hey im on now" so my game just keeps going. This is my first time really messing with Steam API and the rest of it is all fine it's just this 1 thing.

  • Hello,

    I'm having trouble getting my game to pause when the Steam overlay is active. I am using the latest Greenworks Plugin and my NW.js and Steam SDK are the correct versions. Everything is working fine overlay opens and closes achievements work no problem. The only issue is when the overlay is open my game keeps running where I would like it to pause so the player doesn't fail. I have tried many different combinations with both "on overlay activated" and "is overlay enabled" and nothing works. I would assume on overlay activated > toggle "my boolean for pause" would be the way this works, but it doesn't. Every time I try something new for this I have to prepare all of the files for Steam which takes a few minutes and it's starting to get to me. I cannot share my files as my game is currently in prerelease sorry. This isn't make or break as you can just pause and then use the overlay, but it's inconvenient. Any help is greatly appreciated.

  • mekonbekon You my friend are a genius I was at a complete stop in my development and couldn't continue on. My main problem is I can't move on till I fix the issue at hand and you have done just that for me you are awesome and I thank you for your post. Keep up the great work.