Sam Dimanche's Forum Posts

  • Thank you Kyatric! Glad you find them interesting! :D

    We've come a long way although we're still newbies compared to a lot of people here ^^

  • Like Dop2000 says it's impossible to tell without getting more specific information. Plus you don't give the exact steps to reproduce the problem.

    I've looked at your project quickly. There are several BIG things you need to do in order to get a cleaner project:

    - learn to use the "Else" condition to avoid triggering events by mistake

    - avoid nesting "On Start of Layout" triggers below other events. Put them at the top and then state your conditions from there. All the events triggering on start will be better sorted and then it's easier to track where something is going wrong.

    - you're doing almost everything "every tick". This is going to be very CPU intensive and lead to errors. For example you're setting some texts and opacities every tick, it is just wrong to do it this way. Try using more functions and triggers. You're also setting "Fullscreen Scaling to High Quality" every tick. Useless.

    - do NOT "wait for signal" every tick because this will stack up. If the signal comes ten ticks later, it will trigger ten times !

    - similarly do NOT use the "Wait" action every tick. For example if every tick you say : "wait 1 second" then "create an object" il will indeed wait 1 second then it will create an object EVERY frame after that.

    If something does not work, try disabling / enabling part of your code, it will show you where you must work. Here I couldn't launch the CarteDeJeu layout, the screen remained black and nothing happened (construct froze because no event was happening after a certain point). I disabled several groups and noticed when I disabled only the group "Menu Pause" it worked, so there is definitely one problem in there. I then disabled parts of the code in this group and I identified that the problem came from this block :

    Disabled even more and apparently the problem is not the actions, but the conditions.

    Somehow this is fine :

    This is not :

    I don't know why. Maybe construct loses the scope somehow.

    I'll let you or someone else check for the rest.

    First thing first you should try to adopt the best practices I've listed above.

  • You want to show something like that on screen?

    What are the values you want to display? Numbers?

  • I mean, it can feel steep to have to pay the whole year at once I agree, but it amounts to a subscription inferior to $10/month, so I doubt the classic "man with a fulltime job" can't afford it.

    This is different for students and unemployed users, but that's another question.

    And this system actually makes C3 more sustainable than before, not less. A constant revenue flux allows them to plan better and have a small team (that can probably be resized even in a catastrophic scenario) working on the soft instead of just Ashley doing it all by himself.

  • Pardon me if the question is dumb, but can't you simply add several "spaces" instead of a tab?

  • You can also use Arrays in this situation. They're global objects anyway, so you can consider they contain all your Global Variables and simply call array.at() to retrieve them.

  • As for the Business or Individual Licence, I suppose it comes down to personal honesty in your case, if you're not using it in connection with your business I don't see why you'd have to take the Business Licence.

    I'm not sure what's the official jurisprudence on this though :x

    That would be ideal for you especially since as far as I can tell the 50% discount only applies to personal licences...

  • Hello everyone,

    This topic really helped me ensure my game is going to be Steam-ready. Thanks a lot! :D

    Only two small problems remain. Maybe we can clear them out and I'll be good T_T.

    1/ I managed to change all the icons EXCEPT the one of the top left corner once the game is launched on Steam.

    I've used ResHack to change the .exe icons and I've changed all the Icons in the dedicated folder in the Project.

    The icon in the taskbar is Ok, it's really just the top left one. Any idea how I could replace it?

    2/ I get weird artifacts when steam popups leave the screen in the black bars on the side of the game (if I have resized the window so that there are black bars). They leave a "trail".

    See here :

    I'm using Greenworks 0.33.3-r2 associated with NW.js 0.33.3 and Steamworks SDK: 1.42. This is the recommended package as far as I know.

    Just in case I added --enable-features=nw2 to the "chromium-args" following the workaround "Steam Overlay Displaying Window Content" but it didn't change anything.

    Thanks in advance for helping me polish my game as much as possible <3

    Thank you Lancifer for digging that up :)

    Well it seems mostly set in stone then.

    I will keep gathering information about third-party porting companies but I'll go to the Chowdren topic to do so.

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    A petition-like grouping seems like a very good idea. It would be more impactful than single developers asking around and being immediately forgotten. It would show how many developers are actually interested.

    Worst case scenario there aren't enough of them but at least the situation would be settled.

    Either that or a survey sent to every Construct 3 user.

    "Would you like the possibility to export a game for the Nintendo Switch?"

    Then with a figure in hand it's easier to have another meeting with Nintendo.

    Haha sure that is what I am going to do, it is just that overall as a construct user you very often feel like you're "reinventing the wheel". This is the case here since I'm sure I'm not the first one looking into porting a game to the Switch ^^

    If anyone has any experience on the topic, any feedback would be appreciated.

    Right now the only third-company I've found that provides this service is M2P Games, with Chowdren. They do have their own topic. But I don't know if there are more of them around.

    When I feel confident enough maybe I'll end up creating such a Roundup topic myself.

    We've asked, and to no avail. I don't think we have any more leverage than a game developer. I think the most likely way they will change their minds is if loads of game developers are asking them about it, which is why I suggest that everyone interested in this asks Nintendo.

    I understand. I'll try to ask myself as soon as it feels right, to weigh in a little.

    Thanks for your quick answer. I can't realistically ask Nintendo myself since I have basically no power over them and am yet to publish a game on a Nintendo console. I would have thought Scirra would be better positioned to do so than developers, but maybe not.

    Regarding the third-party companies, I don't suggest you endorse any one in particular, but if you were say to create a space where it is easier to access a list of these companies and how to establish contact with them, it would help tremendously. Maybe a simple forum topic dedicated to this would do the trick.

    Right now it kinda feels like porting on the Switch is a bizarre thing and you need to search for contacts on the dark-web to achieve it (kidding of course) since it's not mentioned anywhere officially :3

    The only topic on the subject I found is the one of Chowdren, I don't know if they're alone on the market or not.

    Although I do not agree with how OP formulates their demands (see the other locked topic) allow me to jump on this particular ship.

    We are releasing our first game next week on Steam under the name "Puppy Cross". I'll create a little topic then to promote it, we are beyond excited :D

    We really want to port the game on the Nintendo Switch though, and as OP said, the absence of Switch support from Construct is quite regrettable. Is there anything planned at all regarding this shortcoming in the future? The Switch is no questions asked the hottest indie game console platform these days.

    Is it a HTML5 problem or something ?

    Yet, I have heard some companies were specialized in porting games from Construct / Clickteam Fusion to the Switch. If there's no plan to be able to export native Switch projects, at least is it possible to create a sort of "Roundup" or Manual Page to explain the steps that need to be taken to go the port-way, and maybe curate a list of reliable port-companies?

    Thanks everyone

  • Hey guys! I wanted to check quickly if the correction had been done, and I noticed it was the case in the English version, although there's a little typo :

    When you scroll down it is correctly explained again afterwards:

    However the French Translation has not been corrected and still says it is "total lifetime revenues" that need to be checked.

    Especially when you scroll down and it is very specifically said "Depuis sa création" (="since its creation") between parenthesis.

    You should do a review of all translations available so that all say the same thing on the subject if possible :)

    See you

  • Great topic, TheRealDannyyy ! Would also be very interested by the Steam roundup you're considering making. My game is releasing in February and everything works, but I fumbled a lot. A definitive primer would have really helped, and would definitely help newcomers. Btw your Big NW.Js roundup has been quite useful to me already, thanks <3

    I also felt quite restricted by the current official Greenworks ACEs so I'm considering updating to Greengrinds to support future DLCs for example.

    About the custom prebuilds I see that it enables support for more recent versions of nw.js (I'm currently using Greenworks + Nw.js 0.33.3), but could you explain the benefits to use more recent versions of nw.js ? I haven't seen this anywhere... I'm not really familiar with Node webkit updates and so far on this particular subject my position has been : "if it's not broken, don't fix it", but if I'm missing on something I might upgrade my game! ^^