Having not published a game to Steam myself, I can't say - but I would assume you'd have to be testing the game through Steam to actually trigger achievements, seeing as it relies on Steam's API to do so. Afaik it shouldn't need to be published to trigger otherwise you wouldn't be able to test your achievements.
Again, the forums are much better for this sort of thing but you could also ask for help in the unofficial community discord server, folks in there are usually super helpful.
discord.gg/SuRp4kN8
The forums are a much better place to discuss issues with your project: construct.net/en/forum/construct-3/how-do-i-8
Plus, then you can include screenshots of any error codes, or problems you're having in the process. If you can share how your achievements are set up in Steam in the forum thread, other users who have had success with Steam publishing may be able to point you in the right direction.
Plus, then you can include screenshots of any error codes, or problems you're having in the process.
I currently have quite a big to-do list, but when I get time I'll look into updating it.
In the meantime, the manual outlines what the Steam options are in the NW.js dialog: construct.net/en/make-games/manuals/construct-3/interface/dialogs/nw-js-options
So as a starting point, I'd assume you don't need to manually add the in-process-gpu arg if you check Export for Steam.
The Enable Devtools checkbox should handle whether the game allows F12 to open devtools, so you don't need to add the devtools arg if you're leaving that unchecked I think.
These sorts of questions are best asked in the forums really, but as a basic example, you could create the permutation table on the start of the layout, then when a key is pressed you'd iterate through a 'For' loop the same size as the permutation table to spawn that many sprites and assign them an animation frame that matches the loopindex.
The Text object documentation covers the use of custom fonts (web fonts - WOFF or WOFF2)
https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/text
AFAIK there should be no delay with uploads - when writing this update, I uploaded new versions and had them instantly work.
If you're still having trouble, email supportgkx@construct.net with the affected game and the full details of the issue you're experiencing. It'll be easier than trying to diagnose in some comments.
The tutorial has been updated to cover uploading new versions. Did you agree to the T's & C's and click the Publish buttons for your new version?
It's been a while since I looked at this, but I think essentially it's to stop the Global Variables being accidentally triggered between turns.
On the C3 Start Page - you can search Cave Bridge or have a look in Beginner Examples.
Glad you enjoyed using Construct for the jam! Nice little submission too - good job!
The idea of Ludum Dare (as said in the first line of the post) is to make games from scratch in the jam.
Take a look at the rules: ldjam.com/events/ludum-dare/rules
There is a system expression to turn an integer or float into a string - try adding str() around the Advanced Random expression.
Timings are dependent on timezone - if you look at the Ludum Dare website, it will give you details specific to your timezone.
So, both the ItemShowcase and the ItemSlot objects have animation frames for each item. Then, in the JSON file, each item has an ID and these ID numbers dictate the order that the frames are stored in on the Showcase and Slot sprites.
The Slot images are set from these ID numbers in the Inventory Category Settings event group, and the Showcase images are set during the UpdateInv function.
Does that help?
Member since 3 Jun, 2016
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