Ashley's Recent Forum Activity

  • If I make a test project that uses the Browser object's 'Request fullscreen' action and export it to WebView2, no "you have entered fullscreen" notification appears for me. That's what I'd expect as in this case we've coded the wrapper application to put itself in to fullscreen mode with our own code, rather than asking the browser engine to do it, so there shouldn't be anything that shows that notification.

  • I noticed that you can't bundle the browser with the game

    You can actually, with the "fixed" distribution mode. It's documented here.

    Will my game still work the same way consistently, even if they change the way the browser/Edge works in later years? And what if future Windows versions change the way they do the browser? Will my game be safe?

    Even with the default "evergreen" (auto-updating) mode I wouldn't expect there to be any problems. Web exports from over a decade ago generally still work fine, and it's basically the same situation with WebView2 exports. Our Android export option has always used auto-updating web views, it's one of the most-used export options in Construct, and I can't recall the browser engine auto-updating ever causing a problem. So I think while the browser engine updating and breaking the game is a theoretical concern, in practice I don't think it is. Of course if anything did break backwards-compatibility, we'd release a patch immediately. There's also other system updates that could break your game, like a broken graphics driver roll-out. Part of supporting software just means keeping an eye on it.

    I've also heard that it's not good because it doesn't work with Steam overlay or something?

    The Steam in-game overlay isn't supported - we've gone to great lengths to try to get it working, but the way Valve have implemented it means there's just no way to even work around it no matter what we do. However Steam falls back to showing the actual Steam UI when the in-game overlay is not supported, so it's not something we consider a blocker for moving to WebView2; if you care about having the in-game overlay you'll need to contact Valve as unfortunately it seems to be one of the things that is outside our control. The rest of the Steam features work fine and the Steamworks plugin for WebView2 actually has more other features now.

  • Would it be possible to provide a reliable way to tell if the game is running on a steamdeck ?

    The Steamworks plugin has an 'Is running on Steam Deck' condition. It actually also has a script interface and you can use the isRunningOnSteamDeck property from JavaScript too. However I realise that script interface is currently undocumented - I'll see if we can get that written up somewhere.

    Additionally, detecting Steam OS might be great too ?

    I don't think there is any way to specifically detect Steam OS - I think it looks to the app like any other Linux system, and there doesn't seem to be a Steamworks API to identify Steam OS specifically (just the Steam Deck). If you only use Linux exports for Steam OS then you can probably just use the Platform Info 'Is Linux export' condition (or equivalent JS API).

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  • It looks like you've somehow installed two addons with the same ID, which is not allowed. Try clearing your browser storage, which will erase all installed addons, and then start over re-installing addons.

    Update 8th January: please note the work has been rescheduled for Wednesday January 15th. It was originally scheduled for Monday January 13th. All other details remain the same.

  • There isn't a specialized script interface for 9-patch at the moment - so unfortunately there doesn't seem to be a good way to identify those kinds of instances... maybe we need to add a new script API to cover that.

  • It sounds like one of the Steam library files is missing - is libsteam_api.so there? If not, that's the problem. Maybe try a fresh export and make sure all files are uploaded and fully overwrite the existing files on the device.

  • I received the project and it is indeed that there is an invalid name that starts with a space - it's the animation name " Bombed6" in object "BoardDoor". The easiest way to fix this is probably to open it in r388, rename the animation to not have a space at the start, save the project, and then reopen it in a newer release.

    There is a special error message meant for cases like this (linking to this guide) but it wasn't shown for animations, so I've fixed that for the next release.

  • Due to architectural differences with CEF it doesn't currently support opening dev tools automatically, but you should still be able to access it via chrome://inspect. It's documented here. You can also use that to debug a different device via remote debugging, similar to how it works for Android devices.

  • I just tried a test project that runs throw new Error("test") in an 'On start of layout' event, and running goToLastErrorScript() in the console correctly highlights the script block in the editor for me.

  • If you want to do something like identify if an instance is a Sprite instance, you can use inst instanceof ISpriteInstance. The instance class names are documented in the manual, e.g. here for Sprite.

  • Send the project to ashleyabk@scirra.com and I'll take a look. We want to make sure Construct can always open older projects, or if some compatibility change has prevented it opening, at least show you a useful error message indicating what that is.

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Ashley

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