TheRealDannyyy's Forum Posts

  • What action/plug-in are you using to trigger the vibration in your game> Are you using the browser extension or is there some kind of extension to trigger vibration in a specific game pad?

    Mike at BrashMonkey Chrome has officially added gamepad vibration support a while ago. In Construct 3 you can already find an action inside the gamepad plugin itself. Construct 2 has no official support but there are community made projects to get it working there. (Free ➚ | Paid ➚)

    If you're interested in the coding side of things, check out the tracking issue: Link ➚

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  • Here is the issue (please star it so it gets more attention): Issue Link

    Did you test this on Windows 10? Just curious since Windows 10 is known for breaking features like these sometimes.

  • TheRealDannyyy To be clearer, what I found is this:

    ✔️ When a controller (e.g. PS4 or Xbone controller) is plugged in with USB, rumble works!

    ❌ When a controller (e.g. PS4 or Xbone controller) is using BlueTooth, input will work normally, but rumble does NOT work!

    This is true for both Chrome and Construct 3 NWJS.

    I don't know if this is a bug or it's just that rumble is impossible with BlueTooth on Windows.

    Ok that clears things up. Probably a bug and therefor worth reporting.

    I hope you don't mind me tagging you later, if there are more questions from Chromium's side about this.

    (Will provide the link when the issue is up.)

  • TheRealDannyyy

    Strangely, the Ps4 controller and Xbone controller both work identically but the rumble is only felt when I plug a USB cord into one of them.

    Here is what your site calls my white PS4 gamepad:

    I use the controller with bluetooth, tried rumble and it says it did something but I feel nothing. Then I plug in the cable and rumble works. Input works fine either way, it's only rumble that seems to care about being connected with cable.

    My Xbone controller just gets called "Xbox 360 controller (Xinput standard gamepad)" in your app.

    I realized the reason it wasn't working in my game at all (NWJS) was because I was telling it to vibrate gamepad 0 (my PS4 controller) when I was actually using gamepad 1 (xbone controller with USB), but when I changed the code to tell it to vibrate gamepad 1 it works good with USB!

    I don't know it sounds a bit wonky. Just to make sure it isn't user error or something going wrong with the website, could you try it out in Construct 3 itself?

    It should be pretty straight forward with the rumble action inside the gamepad plugin.

  • TheRealDannyyy I tried using your example in chrome and firefox, and my own game, but I can't get rumble to work.

    Make sure you use the latest version of Chrome/NWjs (only those browsers support it).

    I'm not sure if Xbone works but if it's recognized it should. Can you list exactly what gamepads you used and how? I'll try to report it as a bug, directly to them.

  • Danwood I've tested things out on my end and there are some more issues as well.

    Since this is experimental and noone should use it for serious projects anyway, I've posted a request inside the official Github issue and it will hopefully be sorted out soon. If not, I will have to look into multiple workarounds, which may or may not be easy to implement.

  • In the new releasaes, adding --enable-features=nw2 really improves the performance for me, but i get a X button when in fullscreen if i hover the mouse on top of the screen... any way to remove it?

    Good catch! I will look into a temporally workaround as soon as possible (pretty sure there is one in form of a chromium-arg). I'll also request that it should be deactivated by default, as it previously was.

    What is it that activates that option?

    You basically just add that to your chromium-args and use one of the releases that supports it. It's still experimental so I wouldn't recommend using it for more than just testing.

  • No major bugs in the recent releases as far as I know. The newest release is as usual already up for Construct 2 and Construct 3 exports.

    The window tech of NWjs is currently getting a complete refactor. Might fix some issues and add new features but it's all experimental right now. Anyone who'd like to check it out, simply follow the steps mentioned in the blog post.

    I'll try to keep track of any major changes and keep this topic alive. Issues related to NWjs can still be posted in here. I'll take a look and create a bug report or provide a workaround if possible.

    Cheers!

  • I think that between C3's faster runtime and Chowdren it will finally bridge the gap between HTML5/WebGL and console export which will make it a total-package solution for any 2D game dev needs soon too.

    I really hope great games will come out of it and catch Sony's and Nintendo's attention.

  • Hi, just wanted to ask if it would be possible to provide fixed download links for the desktop releases?

    Something like "http://editor.construct.net/beta/" for example, which automatically gives you the most recent release.

  • > so what happens when the engine becomes retired?

    Ask Construct Classic ;)

    Not sure if it will be open source like C1 though.

    There is quite the risk of C2 (community edition), turning out to be more feature-rich than C3.

    On the other hand, if people really cared that much about native performance through native exporters, 3D and all the other highly requested stuff, C1 wouldn't be as abandoned and broken as it is right now.

  • Might be this issue: github.com/Scirra/Construct-3-bugs/issues/445

    Try switching to the default theme, might improve things.

  • If you decide you want to upgrade contact us at supportobo@scirra.com and we'll sort something out.

    Thanks for the info!

    Hopefully a solution in form of a manual upgrade. I really enjoy the automatic updates on Steam.

  • I own a personal license and might release a commercial project in the future. To come to the point, what happens if I have to upgrade to a business license, if I bought Construct 2 on Steam?

    I'm sure there might be ancient topics about this but I'd appreciate making this clear for one last time, so that everyone who owns the Steam version knows what to do.

  • Fixed for next release.

    Cool, thx!