TheRealDannyyy's Recent Forum Activity

  • The inconvenience:

    Yes, those two minor logs are inconvenient to me. I'm using the browser console to execute game functions and log important details from my game. The problem is that those two logs are spamming the console so much, that it's making it difficult to read the more important stuff.

    I found the runtime code that I could remove to get rid of those logs but it's really annoying to do it for each export. Are there any system files I could edit to get rid of those logs permanently?

    Runtime code:

  • It was reported almost a year ago!

    https://www.construct.net/en/forum/construct-2/bugs-21/ui-error-drawing-certain-143893

    The error also occurs with short names, for example with the photon plugin.

    Oh must've missed it, sorry. Your report is incomplete anyway so I'd say keep this one.

    It is caused by long names. It can occur for any name as long as there is a long name somewhere visible. I found a reliable way to reproduce and would appreciate if it could be looked into. Temporally workaround is to make the window as small as possible, so it displays content on a single column.

  • Description

    Some addons (especially 3rd party ones), use very long action and condition names. This leads to a weird hover issue inside Action and Condition popups. Expressions seem to work fine.

    Using Construct 2 R276 on a Windows 10 system.

    Reproduction

    1. Download and add Testing Addon
    2. Add testing addon object to new project
    3. Add Condition or Action and notice behavior

    Sample Video: Watch

  • Construct 3 - Launcher V2.1.0 Released!

    This release improves Launcher performance. Custom Construct 3 NWjs releases are now being delivered from NWjs.io. This makes it easier for me to one-click deploy updates in the future.

    Full Changelog

    To view it, go to the Main Post and click the Software Changelog tab.

    Cheers!

    That's why we need to make changes NOW !!!! Let's work together on an Exporter for the Nintendo Switch or the Ps4 cause we need to get onboard one way or another, NOW !!!

    Don't get me wrong but if it was that easy, Scirra with their years of experience would've done it already. It's much faster to just remake entire games inside another engine with the exporters you need, than going through the process of setting up a "native converter".

    You aren't the first one to ask for native exporters, it's been done so many times in the past and never really resulted in anything. Back then we didn't have services like Chowdren, so it might be worth politely asking them again for their support. They seem to specifically support Construct and have a compilation process going, while other 3rd party services mostly do line-by-line ports. If you're willing to invest a lot of money for a line-by-line port, you might as well put some work into switching the game engine and hire some freelancers to help you out.

    Who are those companies !?!?! and please don't mention Chowdren cause they are way busy and I ain't waiting for two years for a response. Why don't you try to get along with those companies instead and bring them to Construct in an official way.

    > I'd point out that as I mentioned, people can, and do, publish their Construct games to Switch and PS4 using third-party companies.

    It's not as easy as "getting along" with the Chowdren Team or any company that's willing to port your projects to a native environment. Business is complicated and cooperating on such a level would require a great amount of legal and set up work. Native ports of games often, if not always require specific changes to be made to the build process, assuming an automatic builder/compiler is used at all. This alone would require tons of work since most games use 3rd party addons and similar.

    (As a side note. Good luck getting Chowdren or other 3rd parties on board with sharing their profits with Scirra. Why should they, if they can just independently provide the service and get 100% for it?)

    I know it's frustrating but that's just how things are. Piracy prevention aside, Nintendo probably saw that there weren't a lot of HTML5 games on the WII U and decided to drop support for it. Unless there are thousands of developers requesting it, I don't see this happening anytime soon.

  • > Do not run it every tick, it will kill performance.

    Yeah it was just for testing purposes.

    I'll try the workaround for the overlay not refreshing, but I already have objects moving on and out of screen (namely one tiledbackgound looping infinitely), so I'm not expecting too much ^^

    I will see if that works and come back to share the results.

    Make sure you have the right chromium args as well. If nothing else works, you'd have up upload something for me to test with the given NWjs version.

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  • Thank you so much for doing the reporting! Does it mean if I revert back to an older nw.js (say 0.43.1) it would "solve" the icon problem?

    You have to test it yourself, no clue.

    I tried your pluginless workaround. First, thanks for cobbling it together! I didn't know when to trigger this event since the steam popups do not trigger the "On Overlay Activated" condition, so I went ahead and let it run every tick for now. Unfortunately I didn't see any change regarding the trail that stayed as usual :/

    Do not run it every tick, it will kill performance. Check out "How To: Workaround Steam Overlay Not Refreshing" if nothing else is working. It's fine on my end so it's safe to assume the problem is from something on yours.

    Heads up, if you decide to stay on older versions, I won't be able to help you. Older versions might have issues like this that have already been fixed.

  • Sam Dimanche I've looked into the window bar icon and it's probably a regression, reported here.

    About the Steam Overlay trail issue. I made a "pluginless" example that you can download and test on your end. (IMPORTANT: This will not function in Construct 3 worker mode!)

  • Just wanted to add that these are official node files based on the Greenworks repository, nothing is customized so they are as they come from GitHub. We'd fully allow Scirra to take advantage of this and update the addons accordingly.

    We won't create an idea since we've set all of this up already (kinda seems unnecessary at this point) but if some community members want to do it, feel free to do so and reference this topic.

  • Regarding the "trail" problem: it is still there.

    I didn't think to look at the particular workaround you're refering to, somehow I thought it was for Letterbox Integer Scale... But the plugin is aimed at construct 2 and I don't find it on the C3 plugin page :/

    (I realize we're in the C2 section of the forum but this topic seemed general enough)

    How would you go to try an equivalent workaround on C3 ?

    Thanks again for a much appreciated help.

    It's for any kind of letterbox. The trail issue is actually caused by Construct itself. The engine basically doesn't refresh the letterbox around the game canvas and since Steam requires a constantly refreshing canvas (including letterbox), it leaves trails behind.

    You could try and report it as a bug since it's caused by Construct but I already did in the past and it got denied because that's how it's supposed to work.

    Sorry no clue how C3 handles the letterbox stuff with the new runtime and such. I'll see what I can do.

  • Added support for NWjs v0.44.0+ as usual. See'ya next month!

TheRealDannyyy's avatar

TheRealDannyyy

Member since 30 Sep, 2014

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