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  • it actually caused me a huge headache, as clicking on a certain object (a menu button) ran the function to pause the game. The left click was used in some of the in-game controls, but those events only fired if the game was not paused. So I found that when clicking the pause button some events were running during the pause that shouldn't have been, and when you unpaused the game a load stuff happened that should not have happened. I got round it, but as I said I'm more frustrated by not being able to find out this stuff from the documentation.

  • I think what you said is probably true, it was kind of the answer I was expecting. I have been using C2/C3 for a long time but wanted to make sure I went back to basics before I asked this. So I went back and read the manual, and the only thing that the official documentation states is this:

    the ordering of triggers relative to other events is not important (except relative to other triggers of the same type, since triggers still fire top-to-bottom)

    So I think the documentation is supporting your answer, that triggers of the same type fire top to bottom. To me though, anything triggered by a left click is the same type, but others may take a different view (and I can see that I'm probably wrong).

    My issue really is that all this stuff is hidden, there is nothing to tell me the order of execution for various triggers. If the engine runs certain triggers before others then that's fine, but surely that is information that should be made available to me? After 7+years it's the only thing that I still really struggle with - certain triggers, behaviours etc running in an order unknown to me. I'm happy to design around anything if I just know the rules.

  • Hi all, I suspect nobody will know the answer to this unless I tag Ashley, but will try asking anyway...

    I have found something that seems wrong to me, but I did some testing and discovered it was wrong in Construct 2 as well, so I don't want to file a submit a bug if it's 'working as designed'.

    If I have 2 events like this:

    #1 On Left Button Clicked AND Cursor Over Sprite -> Action 1

    #2 On Left Button Clicked -> Action 2

    Then when I click on the Sprite, Action 1 runs before Action 2 as expected.

    However, if I do this:

    #1 On Left Button Clicked on Sprite -> Action 1

    #2 On Left Button Clicked -> Action 2

    Then clicking on the Sprite causes Action 2 to run before Action 1

    These are two methods of achieving the same thing, and my expectation would be that both these examples should run the same, with Action 1 coming before Action 2.

  • I'm a desktop user, and I just tried to switch to the new method described in the first post (latest nwjs plus construct package). It loads OK, but after around 30 seconds the application just closes with no warning. Anyone got any ideas what could be causing this? Thanks.

    EDIT: This seems to have been caused by following the recommendation and using the SDK version, the standard version has no issues

  • Hi, I've decided to try C3 for year and see how it goes. I've just been transferring my templates from C2, and it seems I can no longer drag an included event sheet into a group or under an event? I use a master event sheet for all layouts and make heavy use of includes, I have some event sheets only included if certain conditions are met (e.g. GameIsPaused = 0). Currently the C3 runtime won't run my template unless I drag all of the event sheet includes out of their various groups etc.

    There's nothing in the manual about this being different, so I'm wondering if this change by design or just an oversight?

  • I decided to try C3 and downloaded the desktop version, I went to link Dropbox and any attempt to enter my user name or go back just closes the app! So I guess cloud saves don't work with the desktop build yet?

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    Hi everyone, we have been making games with Construct for almost 7 years, and we have finally managed to release our first game on Steam! It's called Cherry Creek and the details are below, at some point I am going to try to write about the whole process of releasing a Steam game with C2.

    https://store.steampowered.com/app/1018990/Cherry_Creek/

  • Thanks for the links TheRealDannyyy, and just to confirm: yes the game that me and Kmad are working on is currently at the same version as reported by ACCES-Mathieu. I have been testing our game in it's current form for a while on nw.js version 0.23 and it was only when updating beyond that version that these 'suspicious network activities' started. But having said that, I tried the latest version on a separate laptop using different anti-virus and I didn't get an issue, so as usual it's probably a combination of things.

  • OK thank you, we are definitely going to try and take it slow! Only thing that confuses me on the Norton thing is why other Construct games on Steam don't have this issue (I purchased and tried a few). We are literally using no network features, no controller support, nothing. It is a 100% standalone application, so not sure what nw.js is doing really. If it's a standard uPnP thing then don't know why it affects our game and not others. Will keep trying to figure it out!

  • OK, understood on the antivirus. I'm sceptical that contacting Norton will achieve anything though if I'm honest, but I might see if I can find a few other Steam games using nw.js and see if the same thing happens (just to have some ammunition).

    With the overlay, if you don't add in --in-process-gpu on the latest version then it doesn't work at all, as in no Steam overlay shows. If you add in --in-process-gpu then all we got was a white screen when trying to view the overlay. It's all working fine on 0.33.3

    (PS we are not using any achievements or Steam features on our first release)

  • Hi all,

    We are very close to releasing our first game on Steam using nw.js and I have a couple of things to mention/ask:

    Firstly, the --in-process-gpu fix for the Steam overlay isn't working with the latest versions of nw.js (I guess a bug introduced in Chromium?). From our testing it seems to have stopped working some time around 0.34, the last version that it still works in is 0.33.3

    Secondly, when launching the game through Steam we get an issue with Norton raising a 'Suspicious Network Activity' warning, which makes it looks as though something bad is happening. In reality the connection is just the SSDP protocol for uPnP (Universal Plug & Play). This is really beyond me, so not sure what to do. Is there anything we can do to stop this? Screenshot below to illustrate, thanks for reading and any advice appreciated.

  • I just tried that, and it didn't work. I tried deleting my avatar and reuploading and now the upload just won't work at all. So I don't have an avatar at all :)

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SecondDimension

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