SecondDimension's Forum Posts

  • Apologies Ashley for bothering you, but I was wondering about the official status of the local project folder save? It doesn't seem to be available on the web version so wondering if it was being retired? The desktop/nwjs version has it, but as per my post above it is causing me a lot of issues. I don't understand why it works fine 3 or 4 times in a row, then tells me I don't have permission to save. Tested this on the latest 2 versions of nwjs and the problem persists.

  • Hi desktop fans, is anyone else getting a large grey box over the screen when saving to a local folder? Also the save time seems to have gone from 2 seconds to 30 seconds. Just wondering if that was a construct thing or an nwjs thing. Every now and then it tells me I don't have permission to save to the local folder, but when I close and reopen it has saved everything. Then it continues to save without errors (just the new 'big grey delay box').

    EDIT 1: This seems to be an nwjs problem - v0.47 gave me a host of problems, v0.46 seems to be mostly fine.

    EDIT 2: No unfortunately the saving issue is back. Every 4 or 5 saves it tells me I don't have permission to save

    EDIT 3: Come full circle and now leaning towards construct issues. After updating the following 2 problems have appeared:

    • Hidden objects now showing for 1 frame at start of layout
    • Function to put game into fullscreen mode on startup has been working for 2 years, and now doesn't
  • relixes - I had this issue when I updated, not sure if the same applies to you, but I was also requesting fullscreen with both browser and nwjs (which always worked before). I just had to remove the nwjs fullscreen action, and leave only the Browser/Request Fullscreen (Hide UI).

  • Hi all, just to clarify something - I thought switching to the standard version had fixed it for me, but after while I had problems again. As some others have said I had to downgrade to nwjs version 0.44.6 before it would work for me. It seems unlikely it's a Construct issue. I'm just going to stick to nwjs 0.44.6 for a while as I haven't had any other problems with it.

  • Thanks for the reply Ashley, just doing some testing last night revealed that it's relatively few cases when this is a problem. There are a small number of triggers that fire multiple things - mouse clicks, key presses and animation finishing. I think my testing helped me understand them. Have I missed anything in the documentation that explains the order of things outside events? I always wondered if the various movement behaviours ran before or after events each tick.

  • You can get around this by having conditions like 'on any click and cursor is not over pause button'

    Exactly what I did! Yeah I'm not angry or anything, appreciate the replies. I just remember using Gamemaker there was a list provided of the exact order of things, like events, scripts, movements, physics, rendering the screen etc. I much prefer Construct but that level of info was super useful.

  • it actually caused me a huge headache, as clicking on a certain object (a menu button) ran the function to pause the game. The left click was used in some of the in-game controls, but those events only fired if the game was not paused. So I found that when clicking the pause button some events were running during the pause that shouldn't have been, and when you unpaused the game a load stuff happened that should not have happened. I got round it, but as I said I'm more frustrated by not being able to find out this stuff from the documentation.

  • I think what you said is probably true, it was kind of the answer I was expecting. I have been using C2/C3 for a long time but wanted to make sure I went back to basics before I asked this. So I went back and read the manual, and the only thing that the official documentation states is this:

    the ordering of triggers relative to other events is not important (except relative to other triggers of the same type, since triggers still fire top-to-bottom)

    So I think the documentation is supporting your answer, that triggers of the same type fire top to bottom. To me though, anything triggered by a left click is the same type, but others may take a different view (and I can see that I'm probably wrong).

    My issue really is that all this stuff is hidden, there is nothing to tell me the order of execution for various triggers. If the engine runs certain triggers before others then that's fine, but surely that is information that should be made available to me? After 7+years it's the only thing that I still really struggle with - certain triggers, behaviours etc running in an order unknown to me. I'm happy to design around anything if I just know the rules.

  • Hi all, I suspect nobody will know the answer to this unless I tag Ashley, but will try asking anyway...

    I have found something that seems wrong to me, but I did some testing and discovered it was wrong in Construct 2 as well, so I don't want to file a submit a bug if it's 'working as designed'.

    If I have 2 events like this:

    #1 On Left Button Clicked AND Cursor Over Sprite -> Action 1

    #2 On Left Button Clicked -> Action 2

    Then when I click on the Sprite, Action 1 runs before Action 2 as expected.

    However, if I do this:

    #1 On Left Button Clicked on Sprite -> Action 1

    #2 On Left Button Clicked -> Action 2

    Then clicking on the Sprite causes Action 2 to run before Action 1

    These are two methods of achieving the same thing, and my expectation would be that both these examples should run the same, with Action 1 coming before Action 2.

  • I'm a desktop user, and I just tried to switch to the new method described in the first post (latest nwjs plus construct package). It loads OK, but after around 30 seconds the application just closes with no warning. Anyone got any ideas what could be causing this? Thanks.

    EDIT: This seems to have been caused by following the recommendation and using the SDK version, the standard version has no issues

  • Hi, I've decided to try C3 for year and see how it goes. I've just been transferring my templates from C2, and it seems I can no longer drag an included event sheet into a group or under an event? I use a master event sheet for all layouts and make heavy use of includes, I have some event sheets only included if certain conditions are met (e.g. GameIsPaused = 0). Currently the C3 runtime won't run my template unless I drag all of the event sheet includes out of their various groups etc.

    There's nothing in the manual about this being different, so I'm wondering if this change by design or just an oversight?

  • I decided to try C3 and downloaded the desktop version, I went to link Dropbox and any attempt to enter my user name or go back just closes the app! So I guess cloud saves don't work with the desktop build yet?

    Hi everyone, we have been making games with Construct for almost 7 years, and we have finally managed to release our first game on Steam! It's called Cherry Creek and the details are below, at some point I am going to try to write about the whole process of releasing a Steam game with C2.

    https://store.steampowered.com/app/1018990/Cherry_Creek/

  • Thanks for the links TheRealDannyyy, and just to confirm: yes the game that me and Kmad are working on is currently at the same version as reported by ACCES-Mathieu. I have been testing our game in it's current form for a while on nw.js version 0.23 and it was only when updating beyond that version that these 'suspicious network activities' started. But having said that, I tried the latest version on a separate laptop using different anti-virus and I didn't get an issue, so as usual it's probably a combination of things.

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  • OK thank you, we are definitely going to try and take it slow! Only thing that confuses me on the Norton thing is why other Construct games on Steam don't have this issue (I purchased and tried a few). We are literally using no network features, no controller support, nothing. It is a 100% standalone application, so not sure what nw.js is doing really. If it's a standard uPnP thing then don't know why it affects our game and not others. Will keep trying to figure it out!