TetroniMike's Recent Forum Activity

  • Thanks all, with Danny and Skymen's help I was able to get Overlay working again :)

  • Okay so I tried a minimal project as you suggested and it's still not working.

    I'm using:

    - NW.JS 0.46.0

    - Construct 2 r277

    - Greenworks 0.30.4

    - Chromium 83 .node files

    - Steam SDK 1.42 files

    - steam_appid.txt with contents "480"

    I also had a friend of mine confirm that Overlay is not working for him with 0.46.0 either.

    Here's the package.nw file from my test project:

    https://1drv.ms/u/s!AnfGCnwpFF_Yg6tEj4K8BPNWl5oyaQ?e=YeBjgS

  • Will do when I get a chance, hopefully this afternoon, thanks :)

  • Windows, haven't tried the other two yet.

  • Whoops, turns out I was using NWJS 0.46.0. I made sure I was using the correct prebuilds (Chromium 83), and have a constantly refreshing canvas (every tick I rotate a 0-opacity object that stays in the middle of the screen). I've tried running it after uploading to Steam and running it as a "non-Steam game". Do you have any other ideas I can try to fix this?

    And to be clear, the game does indeed detect that it's being run from Steam, and achievements work. Just the overlay appears to be borked.

  • Danny can you post a full list of the chromium args you're using?

  • Anybody else having issues with Steam Overlay in NWJS 0.44.0 on Windows? Here's my chromium args, am I missing something or is something I added in addition to in-process and direct-comp breaking it??

    "chromium-args": "--disable-plugins --disable-internal-flash --disable-popup-blocking --enable-gamepad --enable-html5-camera --allow-file-access-from-files --ignore-gpu-blacklist --force-device-scale-factor=1 --disable-gpu-vsync --limit-fps=60 --disable-devtools --in-process-gpu --disable-direct-composition"

  • Thank you for the response! I'll look into this guide. I might also try High Quality full screen, and apply a (relative) 1px Mosaic effect on any scaled images.

  • Okay so to work around this issue I had to do the following:

    1) Set the original canvas size to a square, 180 x 180. This allows me to adjust the height manually to fit screen size.

    2) Set Fullscreen mode to "Letterbox scale". This centers the square canvas on the screen with black bars on the top and bottom.

    3)On Start of layout -> Set canvas size:

    - Width = OriginalViewportWidth

    - Height = floor(PlatformInfo.ScreenHeight/(PlatformInfo.ScreenWidth/OriginalViewportWidth))

    This sets the height of the canvas to the size of the screen, but to an integer value. I use Floor instead of Ceil or Int because if the height ended up larger than the screen height then we'd get tiny black bars on the right and left sides of the screen.

    ADDITIONAL NOTES:

    In my tests this only works on Mobile, not in preview mode in my browser on PC. So when setting the size you'll want to use PlatformInfo to check "Is on mobile". If so, use this scaling technique. If not, you must figure something else out. In my case, when not on mobile I decided to force the canvas size to [OriginalViewportWidth] x [floor(OriginalViewportWidth*(16/9))].

    Code to copy in to C3 if you want to use this method:

    {"is-c3-clipboard-data":true,"type":"actions","items":[{"id":"set-canvas-size","objectClass":"System","parameters":{"width":"OriginalViewportWidth","height":"floor(PlatformInfo.ScreenHeight/(PlatformInfo.ScreenWidth/OriginalViewportWidth))"}}]}

  • I just tried converting to Scale Outer instead, but this did not help the problem. I also tried manually setting the canvas/viewport size to integers but when using the Scale Inner/Outer modes it appears the engine overrides any manual changes.

    I'd really rather avoid turning off automatic scaling and doing it myself, but if I have to I guess that's what I'll do :/

  • Agreed StartY and EndY would be the best way to handle this, imo. You don't want to tie it to time in case of physics engine or framerate variation. Also consider whether you want to set StartY when the player leaves the upper platform, or at the apex of whatever height the player starts actually falling from, in case the player jumps off the platform vs walks off.

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  • Hi there, I'm working on a mobile, low-res game that uses Sprite Font objects, Low "Fullscreen quality", and the Scale inner "Fullscreen mode". The dimensions of the viewport are very tall, so it can cover any device with any display aspect ratio. The viewport starts at 180 x 540, and on my device for example (Google Pixel 3XL, 1440 x 2960) it resizes to fit the phone at a resolution of 180 x 369.61165...

    The problem I'm running into is that this decimal number height seems to cause the images to tear near the bottom, assuming because it has to do some rounding to keep the pixels crisp. Please see the following video and screenshot where I move a Sprite Font object over the tear, you can see the problem happening near the bottom of the debug text window, it's a pretty dramatic and unwanted effect:

    Video: https://1drv.ms/v/s!AnfGCnwpFF_Yg6sUxYNhIoaERPB0-Q?e=epLfkX

    Screenshot: https://1drv.ms/u/s!AnfGCnwpFF_Yg6sWWVxdQ5v2DXSsEA?e=CZaQ8V

    My question is, what can I do about this? Has anyone else experienced this problem?

    Thanks for your help :)

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TetroniMike

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