68kStudios's Recent Forum Activity

  • Same question: the WebView2 exporting option seems quite unprofessional to me. I have my games published on Steam and GOG (exported with NW.js) and at least every asset is "hidden" inside the package.nw file (that is just a zip file, but it not so evident).

    Instead, having all the files in plain sight in the "www" folder with the WebView2 exporting option is quite bad to be honest. Any suggestion or workaround?

  • Hi! The Early Access period is coming to an end and Ludus Mortis will be released very soon ;)

    Wishlist it on Steam or Gog ;)

  • > the Greenworks/Steamworks condition "Is running on Steam Deck" doesn't work for me, but I've found a workaround:

    Perhaps a better solution would be reporting it:

    https://github.com/Scirra/Construct-bugs/issues

    It doesn't work for me because my project doesn't work with the NW.js version required to run the plugin. I don't know why is this happening, but has nothing to do with the condition "is on the steam deck" or the plugin itself, so I don't think that I have to submit a bug report.

  • A little update if someone is interested;

    the Greenworks/Steamworks condition "Is running on Steam Deck" doesn't work for me, but I've found a workaround:

    "is On Linux" + "PlatformInfo.WindowOuterHeight=799" + "PlatformInfo.WindowOuterWidth=1279"

    Using these conditions you can detect if the game is running on the Steam Deck

  • Mmm I just find out that the latest version of Greenworks actually has this new condition, nice!

  • Hi,

    my game (https://store.steampowered.com/app/2197650/Ludus_Mortis/) has the tag "Playable" on the Steam Deck and I'm trying to upgrade it to "Verified".

    To improve the user experience, some settings (like font size) should be automatically changed if the user is playing on a Steam Deck. Anyone know a way to check this condition?

    I've tried "is On Linux" + "PlatformInfo.WindowOuterHeight=800" + "PlatformInfo.WindowOuterWidth=1280" (OS and screen size of the Steam Deck), but it doesen't seem to work.

    Any suggestion?

    Tagged:

  • Thanks!

  • Thanks, but I don't think it helps.

    I don't want to allow the user to save the image locally.

    I want to use the image imported by the user for different sprites and to keep the data changing layouts and closing the game.

    I think that I may use the binary plugin and maybe save the image data in an array, but I don't know ho to retrive these data and how to properly save them.

  • Hi,

    I want to add custom portraits to my game: users should be able to upload images and use them as portraits for characters through the entire game, not only in one scene.

    I'm currently using "File chooser" to upload the image; then I use Canvas to paste a border on the image and use the new image (user image + border) as a portrait for that scene. But how can I refer to that image in other scene and use the same image for more objects? What's the best way to do that?

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  • Now available in early access, for Windows and Linux

    Steam: store.steampowered.com/app/2197650/Ludus_Mortis

    GOG: gog.com/game/ludus_mortis

  • Ludus Mortis will be available in Early Access on September 29, 2023

    store.steampowered.com/app/2197650/Ludus_Mortis

  • You need to report false positives like this to the antivirus vendor. Only they can change what is detected as malicious or not.

    WindowsIconUpdater itself doesn't trigger any alert, neither does the the exe of the game. Windows Defender blocks the exe only after I've used WindowsIconUpdater to change the icons.

    Anyway, we can still use Resource Hacker to change the icons; I just wanted to inform other users of the cause of the issue.

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68kStudios

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