alastair's Forum Posts

  • I found another odd bug:

    In some events the timer does not even start, while it starts fine in other similar events.

    But when I swapped to using trigger timer addon, it works good in every event its used.

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  • What do you mean by web app? Are you using NWJS? That's the only option I know that works with steam.

  • Stick with NWJS, it's the best exporting option we have at the moment.

  • I've found that NWJS has been the most reliable desktop exporter.

    I have games on Steam with it.

    Just have to use NVPatch-UI to make it work with laptop GPU.

    And occasionally a version of NWJS doesn't work properly, so just try an older version when exporting.

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    • In a sprite with multiple animations, changes to image points and collision polygons sometimes are not saved. I think this happens more often after adding/importing new animations, but I couldn't reliably reproduce this bug.

    Yeah I still get issues with this too, I've just accepted it haha. I think my workaround is to import frames then close the image editor, then open it up again to set the points.

    Poor Diego, I've been reporting origin/image point bugs since 2017, it seems like it must be really hard to get this right.

  • thanks! I'll keep that in mind. (Removed from list.)

  • As long as it works, then great! Keep at it!

    However, if you've finished a few games, then you may eventually want it more featured like supporting custom controls.

    For example here is the approach I tend to do with my games. I have a global sheet, and here is the "up" input folder:

    Then throughout other eventsheets all I need is 1 condition to see if the up input is pressed.

  • I'm going to use this thread to track bugs I encounter, but haven't been able to replicate - which means I can't report them. But maybe it's still helpful to myself and others to know of them.

    • Sometimes after opening the Sprite Font image editor it opens with a bright/white background, even though it's set to dark.
    • In a sprite with multiple animations, changes to image points and collision polygons sometimes are not saved. I think this happens more often after adding/importing new animations, but I couldn't reliably reproduce this bug. (Work around?: to be safe, close editor after importing images, then open it again to set them.)
    • Sometimes the Timer behavior will not "start". (Work around: use the trigger timer addon.)
  • thanks, appreciate the help!

    Unfortunately I don't know how to do scripting, just events.

    It sounds like they didn't finish doing Event support for HTMLelement.

    Yeah I ended up just using textInput, that's invisible, and with a text object that displays the contents of the textInput, since the text object allows some decent customization and BBcode.

  • I inserted an HTML element object, and I made it a text area:

    <textarea id="textarea"
     style="width:100%; height:100%; box-sizing:border-box;
     padding:8px; font-family:monospace; border:1px solid #888;">
    </textarea>

    But during preview, it seems like there's no way to actually get the text that the user types in that text area?

    Nor is there any way to get all of the changes that occur.

    Using the expression: HTMLElement.HTMLContent, will give ONLY the initial HTML (as seen above), not any changes that were made.

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  • Reposted since old request expired

    github.com/Scirra/Construct-feature-requests/issues/460

    Please give it a thumb to show your support! 👍

  • citron2010 You can add variables to a Sprite (with Global setting) and now you don't have to deal with the clutter of Global Variables.

    For instance you could have a global variable called "variable" or you could just put it on a sprite instead: Sprite.Variable (or s.variable for faster access)

    The benefit of using global sprites for variables (and behaviors) is that then you're free to have as many as you want. And they can be more organized. Because if you had 300 global variables, then if you start typing an expression it's going to show a huge list of variables which may not be relevant to your current event.

  • I find that with each project I get better at organizing and structuring them.

    Therefore, if you can, try finishing multiple short games. The more games you finish, the more experience you have. And the better you'll get.

    One problem I had with Angvik 2, because it took many years to make, I was stuck with old ways of coding that I'd felt like I'd out grown.

    But afterwards, I made a short game over a few months, Nestris Legacy, and that was really refreshing. I learnt a lot from working on it, despite it being a short project. And now I feel better equiped for the next big project I'm working on.

    I think you also get better at realizing how to make code that's more efficient. Using functions (and custom actions) more. Closing and opening groups more often, especially when that code doesn't need to be checked. I think optimization does help, with Angvik 2 it seemed fine for years, but then eventually performance gradually started getting worse and it was too late.

    I have two objects for "global stuff" - a sprite (invisible, global) and JSON. The sprite is for variables I use often, and JSON for everything else.

    The sprite also has Tween, Timer, and LineOfSight behaviors, so I can run occasional timers/tweens or cast a ray when needed.

    yeah this is the best.

    Also if you make it a single letter name. Then it can make it easier/faster to reference when you're typing expressions, especially when you end up using it so often.

    Also, the commmunity Discord, has a #tips channel which is filled with hundreds of amazing ideas.