The_GD's Forum Posts

  • Hi,

    I'm having an issue with browser plug-in. Previously I've used it to open several different links for the user at the end of my demo - to a questionaire of how players liked the Demo, and to Steam Store Page (so they can wishlist the game right away).

    There is an interesting feature though: if you use simple http:// address, Construct 3 will open this link via a default user browser. However, if you use a link into steam application - like this one:

    "steam://openurl/https://store.steampowered.com/app/1993410/Laws_of_Nadragia/"

    then the browser will ask the user if he wants to open the link in his steam directly, which was very comfortable and useful. But in some recent updates "steam://..." links stopped working in NW.js build. They do still work in Construct 3 though. Maybe someone knows a way to fix this? Thanks

  • Hi again, thanks for your reply The_GD ;-)

    Well, everything on Steamworks was well configured as you said, but what I discover now is also weird:

    If I don't use the "Package asstes" option to compile the game, it works! BUT... (here is the weird thing) it works only once! I mean: I start Steam, launch the game and the game runs, but if I exit the game and try to launch it again I get a black screen forever. So I have to restart Steam Deck (not only Steam app) and it works again... only once. Suuuper weird.

    And this happen from both (Game mode and Desktop mode).

    Yeah, sorry, haven't seen issues like that before. Hope someone else might come by and assist you!

  • > > Hi The_GD Interinactive dop2000

    > >

    > > I'm having same problem here and maybe some of you know the solution:

    > >

    > >

    > > The problem is on SteamDeck (probably SteamOS/Linux).

    > >

    > > I'm using Greenworks 0.82, NW.js 0.82 and Steamworks SDK 1.58, and when I launch the game through Steam app (Both Gaming mode or Desktop mode) only appears a NW.js screen.

    > >

    > > But otherwise, on Desktop mode, if I go to the folder where Steam installs the game (usually “Common” folder) and click on the executable directly, the game runs perfect, even Steam achievements work (but not the overlay).

    > >

    > > Of course I added the 2 files for Linux 64 “libsdkencryptedappticket.so” and “libsteam_api.so”. Also I tried to put them inside the package.nw, outside in the main folder, inside Lib folder... All places, but nothing works.

    > >

    > >

    > > Is there any other file to add? Am I missing something?

    > >

    > >

    > > Thank you for your help.

    >

    > Yes, there is. You need to create .txt file, call it "steam_appid.txt", add your steam game id number (7-digit number, can be found on steamworks parter site right next to your game's name) and put it in the same folder as your app file.

    > Let me know if that helped!

    >

    >

    >

    >

    > PS: I've mentioned it in my post above, you might have missed it.

    Hi again, thanks for your reply :-)

    Of course, I have already the "steam_appid.txt". Didn't mention it because I thought it was obvius, sorry. In fact, as I said on windows everything runs perfect.

    So, must be another problem. The weirdest thing, as I said, is that when I click directly on SteamDeck (Desktop mode) on the executable file (where Steam installs it, usually "Common" folder) it works. The error (NW.js screen) comes only when I try to start the game from Steam app.

    And even weirdest: The same executable file that works clicking directly on the folder, gives me the error too if I create a direct acces on Steam (like a Non-Steam app). Crazy...

    A friend of mine had a similar issue (where the game would launch in Desktop mode but refused to do it in Steamdeck mode). Thats more likely a Steam partners site issue. Check that you specifically created new depot for Linux build, set all the path for the launch file the right way and that each package (in the Associated Packages & DLC menu) has both depots included.

  • Hi The_GD Interinactive dop2000

    I'm having same problem here and maybe some of you know the solution:

    The problem is on SteamDeck (probably SteamOS/Linux).

    I'm using Greenworks 0.82, NW.js 0.82 and Steamworks SDK 1.58, and when I launch the game through Steam app (Both Gaming mode or Desktop mode) only appears a NW.js screen.

    But otherwise, on Desktop mode, if I go to the folder where Steam installs the game (usually “Common” folder) and click on the executable directly, the game runs perfect, even Steam achievements work (but not the overlay).

    Of course I added the 2 files for Linux 64 “libsdkencryptedappticket.so” and “libsteam_api.so”. Also I tried to put them inside the package.nw, outside in the main folder, inside Lib folder... All places, but nothing works.

    Is there any other file to add? Am I missing something?

    Thank you for your help.

    Yes, there is. You need to create .txt file, call it "steam_appid.txt", add your steam game id number (7-digit number, can be found on steamworks parter site right next to your game's name) and put it in the same folder as your app file.

    Let me know if that helped!

    PS: I've mentioned it in my post above, you might have missed it.

  • Yes, I did. Saves made during testing your project online in Construct 3 ("Play") are saved based on your browser. For chrome: C:\Users\USERNAME\AppData\Local\PROJECTNAME\User Data\Default\Local Storage\leveldb

    For nw.js export the path is always the same, since nw.js uses Chromium (chrome browser sub-engine). It can be located here: C:\Users\USERNAME\AppData\Local\PROJECTNAME\User Data\Default\IndexedDB\chrome-extension_ccnecbdlmggdebaobiodilckckknoohl_0.indexeddb.leveldb

    The last part with some unrecognisable pattern of letters, seems to be generated based on your project (name, possibly). To easily get to Appdata simply write %appdata% in your windows explorer (since appdata is usually hidden for users on most pc's).

    The main file that is being save is called "00003.log", all the data you're trying to save via Local Storage is being saved there. One problem is - each time you save - this 00003 file will get a bit bigger. That's because Local Storage does not seem to rewrite saved data - it is adding new lines in the document and Construct 3 uses the last "save" (hence - the file is getting new information and is getting bigger each time the save is done; in my example - about 60 kilobytes of data is added each time).

    Another important thing is: after "00003.log" get's to around 1Mb, it creates "00004.log" in the same folder and starts to write there instead (same with 00005, 00006, etc.). Each file contains a a lot of saves though (about 70 in my example) so I would not worry too much about the size of the file, unless your game saves like every 1 minute.

    So instead of saving just 00003.log, I recommend to save the whole folder containing it (and other 0000X+.log files) in Steam Cloud by using the "*" instead of the exact file name to save. Worked for me.

    PS: Oh, yeah. And this save location is the same for your demo-version, so it's best to sync demo-version and full-game saves in Steam if you want the players that tried out the demo version to continue playing from the saved spot in the full game.

  • No offense, but reporting C3 issues throughout the past ~6 years of development has felt like pissing in the wind a lot of the time. It's pretty draining.

    I'm planning to put a bounty on the issue eventually. While it would be nice if the Deck worked, it's not the primary focus.

    One thing to note - it doesn't seem to be what is in the game that causes issues. The game simply does not launch at all. There's something before it even accesses the game code that's preventing it from opening.

    Sorry for late reply. Yes, you can. You make two different depots - one for linux and one for windows. And then make the build available only for beta-testing (by password). Even if it will be hard to understand how - upload two new builds into beta-testing - Windows AND linux. There is no problem in that

  • Issue submitted

    https://github.com/Scirra/Construct-bugs/issues/7034

    Today, I will spend most of the time trying new ways to export it. Removing things, adding things, and seeing if I can pinpoint what causes it to crash / hang.

    UPDATE: managed to launch my game via a specific Linux build! It WORKS!

    Here is what I did:

    0) Download Greenworks addon for Construct 3, install it and put Greenworks object in your project Object types.

    1) Make a build via NW.js exporter. Choose NW.js version v0.71.0 (Chromium 108), Linux64 as a target platform. Options on: Package assets, Compress final zip, Resizable window, Ignore GPU blacklist, Export for Steam (everything else - Window frame, Kiosk mode, Enable DevTools - off). Command line options - nothing.

    2) Unpack the .zip build using WinRAR.

    3) Download the Steam SDK 1.50 from here: partner.steamgames.com/downloads/list

    4) Copy the libsteam_api.so from "sdk/redistributable_bin/linux64"

    5) Copy the libsdkencryptedappticket.so from the "sdk/public/steam/lib/linux64"

    6) Create steam_appid.txt file and put your Steam application number in it (only the number, nothing else)

    7) Put all three files in the main build folder (near lib, locales and swiftshader folder). I did not figure out if libsteam_api.so and libsdkencryptedappticket.so need to go in the main build folder or in the "lib" folder, so I've put all three files in the "lib" folder of the build as well - just to be sure the files will be found by the game.

    8) Make a new .zip file of the main game folder (not the upper-folder itself, but all the lib, locales and swiftshader folders and files to be on top of the zip archive)

    9) Upload it to Steam. You may use a beta-branch for testing - it doesn't matter, just don't forget to enter your beta-code and use the correct branch if you're using your other branch.

    10) In SteamWorks site go to App Admin > General Installation Settings. Make TWO different launch options - one for Windows (Executable ending with ".exe", Operating System > Windows), and a separate one for Linux + Steam OS (no file type there - only the game name, needs to be the same as the game name file in the game build folder).

    11) In SteamWorks site go to App Admin > Application > General and tick "Supported Operating Systems" on both Windows AND Linux + Steam OS.

    12) Don't forget to publish all the changes and delete your previous downloaded builds if you tested any. And do that every time you try and change anything.

    If you have any additional questions - write to me, and I can check again all my steps again and maybe help to find out why it's working on my game and not yours.

  • Issue submitted

    https://github.com/Scirra/Construct-bugs/issues/7034

    Today, I will spend most of the time trying new ways to export it. Removing things, adding things, and seeing if I can pinpoint what causes it to crash / hang.

    Thank you so much! Please, leave a message here if you find anything. So far I wasn't able to launch my game on Steam Deck =/

  • I get this too

    The last time a build from C3 worked on the Deck was back in October

    Ever since, I haven't been able to get it to launch. I was hoping I could get it to open so I could check the console log for errors, but it won't ever get to the point that it opens.

    The crash either happens after launch, or it gets stuck in an infinite loop when trying to launch.

    It's interesting to hear someone else with a similar issue.

    Maybe its time to report that as an error directly to Ashley then? If you could do it before and can't do it now - that's a (somewhat) good news to me, actually. It means that it's not only my problem and that maybe it will get fixed if we manage to get a reply from Construct 3 devs.

  • Hi. I've uploaded the build (made via Nw.js) of my game made on Construct 3 to Steam, everything works fine on PC, Windows. But then I tried turning the game on Steam Deck: the game starts to launch (steam deck loading-circle logo is shown) and after a few seconds the game just crashes with no error message and leads me back to starting a game Steam menu.

    I've thought that the issue might be that I did not inclue Greenworks addon in it and did not use "Export for Steam" options while building for NW.js. So I've tried adding Greenworks-0.71.0 to the project and building the game with it. Then I added steam sdk files (steam_api64.dll and sdkencryptedappticket64.dll) to the build, as Greenworks plugin asks. I reuploaded the build to Steam and tried launching the game again on Steam Deck. Now the game does not crush, but loads it indefinitely (forever).

    Please, anyone who has Steam Deck, reply if you had similar issues and especially if you know how to fix them. Thanks!

    Additional data:

    - Construct 3 Release r336 stable

    - Greenworks-0.71.0

    - Steam SDK 1.50

    - Additional addons used in the project: Animate_Text, Csv2array, RimLight (don't think it's the addons fault though)

    ____________________________________________________

    UPDATE: If you have this issue look down on my next comments to see instructions on how to try to make your game work on Steam Deck.

    ____________________________________________________

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  • Here's what I currently see:

    As you will notice, there is a border around the screen. Is there a way to remove this? I don't get this issue on PC or Mac.

    Thanks

    Do you run your game with Greenworks and Steam SDK files integrated? I can't seem to find why my game is failing to launch on Steam Deck

  • Interinactive

    Thanks for the tips. However, I'm having trouble even getting the game to run. Did you have this at first? Did you have to upload a specific build to get it to work on the Steam Deck?

    On mine, I've uploaded a Linux version, but when I try to open the game it flashes up for a second before quitting instantly.

    Found this thread through Googling this issue, and you're the only one I can find using Construct 3 and a Steam Deck.

    Same here. Can't make my game work on Steam deck (tried even with compatibility modes - Proton Experimental and Ptoron 8.0-2 - the screen flashes at the start and diees.

    If anyone had this issues on Steam Deck and managed to fix them - please reply! Thanks!

    UPDATE: adding Greenworks plugin and Steamworks SDK files into the build .zip file as Greenworks requires to made my game not simply die on Steam Deck, but load indefinitely (forever). Not sure if it's better or worse =/

  • NW.JS is chromium based, not exactly chrome. And any way for every user path would be unique

    Because of the user name, yes. But Steam knows that and he skips that right to the "\AppData\Local\" part, which would be the same for all users. So it should be fine

  • Check the files of NW.JS folder, could be

    UPDATE-2: it seems that, despite the folder having a "chrome-extension_ccnecb..." name, the 000003.log IS ACTUALLY the save file (when I try to Delete it - the error pops up, saying that NW.js is using this file; and everytime I save my game in the NW.js build - the date of the file is changing). So it seems that NW.js is somewhy using chrome saving system. Maybe because I have this browser as a default?

    ...But that means that I not only have to figure out the user's name but also somehow know what browser is he using. That's terrifying... I'm not sure how to do that or if that even can work. I guess I'll have to give up on Cloud saving =(

    UPDATE-3: So a friend of mine told me that NW.js may actually be using chromium (thus the extension in the file name). I'll try using this existing path and see if it works

  • But NW.JS is technically A browser

    UPDATE. A friend of mine helped me to determine some of the path, but I can't determine which one is the exact NW.js save file. The path on my PC is:

    C:\Users\Andrew\AppData\Local\LawsOfNadragia\User Data

    However, there are a lot of files there. I think I've found the save file I made when I was using Google Chrome while I was testing Local Saving through the browser. The path is to the 000003.log file which certainly has the values I've been saving (if you open it by notepad). But it's Chrome, can't find NW.js yet...