TheRealDannyyy's Forum Posts

  • I know that some functions will not work with a non-greenlit project but do you know which functions can actually work without the "steamapi .dll" files ?

    When I start my game development with the plugin, I would really like to be able to test out certain functions beforehand.

    Edit: How do you test functions that require a greenlighted game by the way, I'm just curious?

  • For now experimental Steam lobby is just a chat room using multiplayer support from Steam... not really interesting. Allow your app to be a Steam game server and using lobby as a real game lobby (wait others players, invite friends, matchmaking) and enter in multiplayer game with them will be better... but quite long to create (with JS).

    If you can get this to work, I'm totally willing to give you money for your hard work.

    I currently use my own login system with "roomcodes" (like the jackbox games do), this would basically cut the whole part of my joining/matchmaking system.

    So it would be possible to create a 2 player lobby and let them play together right?

    I am also very skeptical of users voting on features since we did multiplayer based on that. The multiplayer feature won all feature votes by a significant margin, we spent months implementing it, and then saw pretty low usage of it after that. It's also stayed pretty flat and has not grown much. Its usage is nowhere near as much as the votes would have suggested.

    Ashley without going too much into it, I would like to tell you why it didn't and still doesn't have a lot of people using it.

    Based on the feedback of beginners that are using C2, I read that a lot of people didn't expect it to be this difficult.

    I know from your perspective and from people like me with 100+hours into C2, the multiplayer plugins usage is as easy as a walk in the park but from a perspective of a beginner with next to no experience with ACE's and the basics of "netcoding" the plugin is very complex and difficult to understand at first.

    (Even with the well written tutorials and examples, thanks for that by the way.)

    I think that this is due to the high expectations about the plugin, meaning that people expected something like 1 simple action with dropdown options like "Lag Prediction: On | Off ; Priority: Low | Medium | High" instead of the current method, were a set of actions is required to achieve certain functions.

    Of course the most of us here don't know the struggle of making a plugin like this and assume that you could just implement something like 1 action for doing multiple processes at once, which I guess would be a pain in the ass to program.

    Yeah, that is basically what I and the majority of people think about the multiplayer plugin, it works fine but it is not that beginner friendly.

  • MadSpy everything sounds nice and I'm really looking forward to this.

    (Hopefully Ashley and/or the guys from greenheartgames won't give you any problems for creating this independently...)

    I've got two requests to you regarding the plugins features:

    1. I don't really understand how the lobby works in combination with C2, could you please explain it in detail for me?

    2. I believe we talked privately about this feature some time ago but is it possible to fetch the steam users

    profile picture URL without a lot of workarounds on my end? (Preferably in one single expression if possible.)

    Again, thanks for your amazing work for the C2 community!

    Also thanks for keeping us updated about the progress of the plugin, you are currently the only hope for a working steamworks plugin.

  • Can't reproduce: previewed 10 times alternating preview and debug and it worked fine.

    Besides it would be a NW.js issue if it left behind a process, the C2 engine doesn't control that and I doubt there is anything we can change in our code to influence that. It's probably better to head straight to the NWjs bug tracker for this kind of issue.

    That is weird, so I am the only one with this issue?

    I guess I'll wait for the next release and see if they fixed it else I'll have to report it there, thanks for you response.

    It might be worth mentioning that I switched from desktop (NW.js) to mobile (FF) preview from time to time too.

  • Problem Description

    NW.js is still leaving a process behind when using it in C2 Preview mode.

    Manually shutting down the process is required.

    Attach a Capx

    Click HERE!

    Steps to Reproduce Bug

    • Open the project
    • Preview using NW.js several times (Change between debug and normal preview from time to time.)
    • Always close the project using the windows "X" symbol

    Observed Result

    Eventually NW.js will leave a process behind, if unnoticed these processes will eat up a lot of memory.

    Expected Result

    NW.js should close either way and not just when exported.

    Also note that the browser close action is working fine as a temporally workaround event. (eg. On ESC pressed > Close Browser).

    Affected Browsers

    • NW.js: (YES)

    Operating System and Service Pack

    Windows 7 with latest updates and up to date drivers.

    Construct 2 Version ID

    Newest release r227 Steam release. [Personal Edition]

    Additional maybe useful information:

    • NW.js version: v0.14.0
    • Checked C2 data with the Steam software data check system (0 Errors Found)
  • I will just leave this recent response from Ashley here:

    Changing the icon of a Windows executable is suprisingly hard. It uses the ICO format which is an ancient format dragged kicking and screaming from the 16-bit Windows 3.1 days all the way through to 64-bit Windows 10. It never had any decent support in the Windows APIs to write ICO files as far as I am aware, and the documentation on the subject is pretty poor (and absolutely littered with accumulated backwards-compatibility baggage from over the years). So to support this would basically mean spending several days reverse-engineering an old, obscure and poorly documented format. Alternatively there are existing tools that can do this, and we have a lot of much more pressing things to work on, so...

    TheRealDannyyy: Welcome to the bugs forum.

    If you have encountered a bug, fill a proper bug report following the bug report guidelines so that Ashley can investigate the issue properly.

    Closed bugs are not re-opened.

    Especially since the issue is different from the original subject (preview is not export).

    Kyatric seriously?

    Ok fine then, I'll do it even though it is an engine side issue and therefor I'm not able to provide a proper capx with my report which is against the guidelines...

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    This issue is not fully fixed! (I'm using the latest version of NW.js installed [v0.14.0])

    When closing NW.js using the native Windows "X", it leaves a process behind.

    Even if this issue is fixed for export, it should be fixed for the previewmode too.

    Kyatric I request to re-open this issue and close it when it is fully fixed, thanks!

    EDIT: For some odd reason this doesn't seem happen each time when trying to launch the preview.

  • > Sorry to say the following but this will also end up dead like the two previous requests for this.

    > HERE is my request if you're interested...

    >

    > I have several friends that know JS quiet well that tried to "break" into the engines code and

    > make it possible for us to do this with a plugin or whatever.

    > Most of them failed or got weird results, either Ashley doesn't want this feature because it causes issues with

    > certain parts of the engine or browsers cause problems so that Ashley is not able to implement that currently.

    >

    > These are all speculations though because no one seems to care about this feature that much to provide us with more information.

    >

    I figured it would be something like this. It's really unfortunate because it's somewhat of a standard feature, and can be important for professional developers. How close where your friends able to get? I wish we didn't have to hack a solution but if one is possible I would be willing to pay for it.

    ...

    Armaldio was the only one that found out more details on how the system actually works,

    I wanted to get him here to explain further but well he magically appeared by himself.

    One side note, neither Armaldio or myself said that we "hacked" Constuct 2.

    We tried to achieve something with existing legal resources given by the software itself.

    We don't want to get in trouble for things that we didn't do or tried to do.

  • Amazing work rexrainbow!

    I've got a two questions about features that could be added in future if possible of course:

    1. Would it be possible to add URL tags to make hyperlinks within the text?

    2. Would it be possible to add "sprites" in form of IMG tags within the text (to add smiley's for example)?

    Something like this in C2:

    This is just some random text including a smiley face [img=#SPRITENAMEHERE#][/img] in the middle of the text![/code:3lsc2shy][u]Result in the game view:[/u]
    This is just some random text including a smiley face    in the middle of the text!
  • Sorry to say the following but this will also end up dead like the two previous requests for this.

    HERE is my request if you're interested...

    I have several friends that know JS quiet well that tried to "break" into the engines code and

    make it possible for us to do this with a plugin or whatever.

    Most of them failed or got weird results, either Ashley doesn't want this feature because it causes issues with

    certain parts of the engine or browsers cause problems so that Ashley is not able to implement that currently.

    These are all speculations though because no one seems to care about this feature that much to provide us with more information.

  • If it's just one and the same background repeating itself then you could look at Construct 2/Templates folder. There are few templates that uses tiled background to to that.

    Wrap behavior is not a good option for a seamless background.

    Why not? It is a totally a solution if you use it correctly.

    EDIT: It also depends on the type of game of course.

  • You can easily do that by using the "Wrap" behavior.

  • In any case I'd be surprised if the performance benefit in this case was anything other than infinitesimal?

    Maybe not on desktop or overall devices with a lot of power but imagine that you'd create a mobile game with ~25 sprites using the behavior at the same time.

    ...could you perhaps disable Anchor behaviour when unneeded?

    guess you could, but isn't the plugin made to simplify the whole process? If I have to do workarounds like these all the time with each sprite, I'd not use the plugin in first place and directly go over to methods with Viewport Expressions.

    I don't know how the anchor behavior works regarding this matter, but I think it sets the positions only if the game was resized and not every tick.

    oesn't this still require a process to check if the viewport had been resized or not? I still see no benefit in using the plugin if that would be the case.