MadSpy's Recent Forum Activity

  • Nice work! I want to know, are there any plans to integrate Steam Inventory Serivce (https://partner.steamgames.com/doc/features/inventory) (microtransactions) to the plugin.

    Like grant items or items drop? It would be a very great feature!

    Thank you.

    BadDoge , this feature is definitly in the TODO list ^^

    Regards,

  • I've never messed with Steam achievements/DLC in my games before, so this may be a silly question. Can achievements be used as a means to unlock DLC? If so, would that be something that can be done with this plugin, or would that be done through SteamWorks?

    DarkRoomGames ,

    For a free DLC, you can unlock additional content in your game if a special condition is true so yes you can do that via achievement even if steam stats are better to track player progress. (eg player own DLC_free_01 and achievement "UNLOCK_DLC_FREE_01" are true then allow content x).

    But you can't disable the "buy" button on steam store for a DLC.

    Regards,

  • Have you plans for create Construct 3 port of this plugin?

    A C3 version is planned for 2018

  • You could use the condition/trigger On item missing (Triggered after the Check item exists action completes if the key checked does not exist.)

  • Hi,

    nw.js black screen at start is due to :

    1. a missing or corrupted .node file

    2. a mismatch between a nw.js version and .node file build for another nw.js version

    3. a node file dependency is missing.

    4. an infinite loop in event related to nw.js or 3rd party related to nw.js

    Tips:

    1. check you include the .node file in correct path or if your anti-virus doesn't delete or block the .node file (especially if it's Avast)

    2. for example if you want to add the greenworks plugin for NW19.4 or the Steam4C2 plugin NW19-4-v1.7.1 and export with nw.js v0.26.x you should use nw0.19.4 instead

    3. same example, greenworks NW19.4 is build for Steamworks SDK 1.38a and you use Steamworks 1.41, you should use Steamworks 1.38a instead

    4. check your events in loading layout or events you put in "on start of layout" (while loop related to folder or file with a typo etc)

    Regards,

  • Thanks for the response! Any rough estimate on a date when we can expect the update?

    The time to test it and build it, so ~3 to 6 days after the nw.js release.

    Regards,

  • AJ2DI Are there plans to add support for nw.js 27.0 on release? The next version address the "--in-process-gpu" issue of ghost instancing for Windows 7 users.

    The chromium update is scheduled for Dec 5th and I'm ready for release but a few of my Win 7 beta testers are running in to this issue.

    Thanks!

    Hi,

    nw.js 0.27 is planned and others versions with the "--in-process-gpu" issue/ghost instancing bug will dropped (v 0.23 to 0.26) for Steam4C2-Basic and full version

    Regards

  • See this post

  • What about "arrondi_sup", "arrondi_inf", "conversion_nombre", "conversion_lettre" etc..

  • It's October and I'd like to ask for progress regarding the following things:

    • When is Steam Lobby going to be released?
    • When is the Profile Picture fetching going to be released?
    • Does the plugin still require in-process-gpu to be enabled in the recent NW.js releases?
    • Is the Letterbox-scaling fix for the Steam Overlay already implemented?

    Cheers!

    Hi,

    1. in next update as beta

    2. in next update as beta, the JS dependencies was reduced to less than 200ko (instead of the initial 15Mb)

    3. the plugin doesn't manage the steam overlay; it's the steam process GameOverlayUI.exe .

    Btw, I have less isssue if I use the single process arg... and I still use older nw.js version (0.18.7) for my purpose

    4. Added an auto body redraw while overlay is displayed and testing the same workaround when an achievement popup is displayed (available as beta in next update)

    Regards,

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  • Can you please add steam In-App Purchases ?

    Hi,

    It's already on TODO list; btw, I'm currently testing Steam IAP with backend service PlayFab.

    Regards,

  • I also thought i should use instance var but i wanted to see if there is another way..

    Ok, i will try it.

    Thanks.

    You can save achivement state in a file or in local storage but it's better to check state at the beginning of the game (or once the player save is loaded) and store for the current game session. Btw, you can store it in a global var or a dictionary or an array or use Global Plugin (free or Paid)

    Regards,

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MadSpy

Member since 3 Mar, 2015

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