Cavaron's Recent Forum Activity

  • Does it make any difference if I implement one large or several smaller tile sheets? I'm building levels right now and I wondered if I should sort my tiles in sheets based on levels (each level is a different layout) - like a tile sheet for the desert level, one for the forrest level and so on. Or can I import one large tile sheet into construct 2 and it will generate optimized tile sheets on export anyway?

    Ah, the app in this case is your game Run the export, not the preview from within construct 2. Make sure not to rename the nw.exe or nw.sh (linux), that the dlls are in your games package.nw, the app-id txt in the games main folder and that steam is also running. But this is the very last step to test the greenworks events in your game.

    I think you are at the point, where you can start to implement greenworks events in your game. If the greenworks plugin is installed corectly, you should be able to add the object "greenworks" to your game objects - like you would add the gamepad or browser object, to be able to use gamepad or browser events (like if ESC pressed -> close browser tab).

    After adding the greenworks object, you can just build regular events which will trigger achievements. The plugin is smart in some way, it will know when an achievement is already activated and do nothing in that case. You should check if greenworks is available as one condition and do the trigger once while true also, so it wont fire every tick when true (which is a good advice for any event that is not required to run every tick). Like that example from my game "Asteroid Deflector XL" on Steam (erm, advertising, *coughing*):

    Make sure to use the API-name of the achievement from the Steam app-admin menu to trigger it in the event.

    Hope that helps, I struggled with that too for several days. Not to mention the nw.js linux/mac export process with copying files into a fresh nw.js build to get it working... does anyone know if the greenworks support and the linux/mac exports are better supported in construct 3?

  • Nice work - I've red some comments about slow performance in the late game. Do you think about converting it to construct 3 to gain some performance?

  • I completed my first game - Asteroid Deflector XL - and now it's on Steam:

    http://store.steampowered.com/app/81883 ... lector_XL/

    It's about prevent asteroids from hitting a planet by changing their course with various projectiles against the gravity of a planet and a star. Manage your economics like money, weapon research and planet population.

  • Regarding mac and linux exports, I made a habit to take a fresh node webkit from nwjs.io/downloads/ (should be the same version used with construct), deleting just its resource folder and replacing it with the one from the construct export on the system the export is for. Copying mac files around in windows voids the executable rights and who knows what else. I never experienced any problems after doing it that way.

    RetroGamer3: Hi, what are you trying to start? Greenworks plugin has to be installed in Construct2 like other plugins.

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    Hi - I'm new to this, so please be nice First of all - thanks for the plugin! I finally got the achievements to work, but the overlay wont apear when I do "Kiosk-mode" or "browser request fullscreen".

    I disabled letterbox. I added "--in-process-gpu" to the "chromium-args" properties in the "package.json" file and I added a sprite rotating on every tick to trigger a refresh on the current layout.

    I get the achievements in steam, but I don't have the popup saying so. This only appears if not full screen. What am I doing wrong?

    Also - is there any chance to get the steam leaderboard working? Gamers love to compete their highscore globally.

    And if anyone has a clue how to get local storage to steam cloud on a Windows/Linux/Mac nw-port, please tell me (can I set a custom storage folder in construct 2?).

  • Hi folks,

    I did a little game in english with the bitwise font. Now I tried to add different languages and bitwise doesn't has some of the letters like ä or ñ...

    I noticed that Construct 2 is kind of smart and just displays these letters in a different "fallback font". Sadly that font is totally different to bitwise. I would like to change that fallback font to something that at least comes close to bitwise. How can I do that?

    Thanks a lot!

  • Hi folks,

    I know there is only native support for the Xbox controller, but I wonder if I can get the Steam controller working. What works so far is the presets:

    • moving the cursor with the touchpad
    • clicking with the lower right shoulder button
    • using the stick like the keyboard arrows

    But I couldn't find a tutorial explaining how to handle the buttons from other controllers...

    Edit:

    I found (this may have been obvious to most...) that per definition most of the buttons on the Steam controller are related to a code like the keyboard-buttons. I wrote a small project to put out the code of the button pressed:

    For the Steam controller that is:

    a = 13

    b = 32

    x = 33

    y = 34

    upper left trigger = 17

    upper right trigger = 18

    backward arrow = 9

    forward arrow = 27

    touchpad pressed = 16

    So instead of assigning gamepad buttons, you have to assign keyboard keycode inputs to make the Steam controller buttons work.

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Cavaron

Member since 6 Aug, 2017

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