AnD4D's Forum Posts

  • AnD4D It looks like in your C2 drawing example you used round cap?

    That's correct :) That's the thing I can't believe Construct 3 doesn't have. It only has a square or line cap. Neither of which looks very nice when used for drawing.

    I've put in a request for a round cap to be added, but I have no idea how long that's likely to take.

    Thanks for the plugin. I'll check it out. Also put in a request for us to be able to access these collision points without the need of a plugin. I'd rather run 8 checks per collision than 90,000.

  • > Currently trying to figure out how to get the Drawing Canvas to draw using a circle pen rather than a square. Who draws with a square pen???

    Have you tried setting "Line cap: square"? You can also draw on the canvas by pasting sprites and TiledBackground objects.

    I have indeed tried line cap: square :) It simply makes everything look like it's drawn without antialiasing XD

    It would be nice if we had a little more control, even in things such as brush hardness, etc.

    Hey R0J0hound good to see you again!

    That's actually a very good method, but might I ask how I access the object's collision polygon? At the moment, all I can think of is creating an image point at each collision point. I've tried looking in conditions for both the system compare and the object's conditions, but I don't see it anywhere.

  • Sorry wertt22 I'm afraid I don't understand what you mean. I'm getting very confused.

  • I'm with Dop2000 on this one. I don't believe having the object shoot the other one will help unless both shapes are perfect circles, no matter what random rotation I put in there.

    Chipmunk simply did this automatically.

    Sadly, I'm really starting to regret moving over to Construct 3... :(

    As brilliant as it is, Construct 2 just seems more capable.

    Currently trying to figure out how to get the Drawing Canvas to draw using a circle pen rather than a square. Who draws with a square pen???

  • I'm converting a Construct 2 project to a Construct 3 project, and I'm a little sad to say that in many regards I feel like I'm having to downgrade things.

    For example, in Construct 2 I was using the wonderful Chipmunk physics engine.

    I was able to have two objects collide, and create debris from that collision point. I was also able to find out how strong said collision was, and change the audio based on that.

    Does anyone know if such a thing is possible in Construct 3? And if not, might this be added in the future?

  • That did it Ashley!

    Thank you so much! I've been pulling my hair out over this for about 3 weeks now :D

    First with Construct 2, then again with Construct 3 :)

    It would be great if there was an export option for Twitch extensions. It's just the html but with one additional script also being called, which I've put alongside the other scripts.

    There are a few additional steps, but having to add that line in each time quickly gets boring after each update :)

    Happy to help if needed. After all, as I said, I've been working on this project for over a year.

    Again, thank you! I have been hesitant to update to Construct 3 for a long time, but my goodness it blows Construct 2 (which I still think is superb) out of the water :)

  • And as another example, this is what the console shows Construct 2 looks for:

    GET /index.html?anchor=panel&language=en&locale=en-US&mode=viewer&state=testing&platform=web
    GET /jquery-2.1.1.min.js
    GET /c2runtime.js
    GET /data.js
    GET /images/sprite-sheet0.png
    GET /sw.js
    GET /offline.js?84191
    GET /
    GET /index.html?anchor=panel&language=en&locale=en-US&mode=viewer&state=testing&platform=web
    GET /data.js
    GET /offlineClient.js
    GET /icon-16.png
    GET /c2runtime.js
    GET /icon-32.png
    GET /jquery-2.1.1.min.js
    GET /images/sprite-sheet0.png
    GET /icon-114.png
    GET /icon-128.png
    GET /icon-256.png
    GET /loading-logo.png

    Additionally, is there a reason why 2 workermain.js are created in an html export?

  • As another update...

    THIS is what the console shows when running in both Chrome and Twitch Dev Kit:

    GET /index.html?anchor=video_overlay&language=en&locale=en-US&mode=viewer&state=testing&platform=web&legacyComponentDesign=true
    GET /style.css
    GET /scripts/supportcheck.js
    GET /scripts/main.js
    GET /scripts/offlineclient.js
    GET /scripts/register-sw.js
    GET /scripts/dispatchworker.js
    GET /scripts/jobworker.js
    GET /workermain.js
    GET /scripts/c3runtime.js
    GET /data.json
    GET /images/shared-0-sheet0.png

    And this is what it runs in Firefox:

    GET /index.html?anchor=video_overlay&language=en&locale=en-US&mode=viewer&state=testing&platform=web&legacyComponentDesign=true
    GET /style.css
    GET /scripts/supportcheck.js
    GET /scripts/offlineclient.js
    GET /scripts/register-sw.js
    GET /scripts/main.js
    GET /scripts/supportcheck.js
    GET /scripts/c3runtime.js
    GET /scripts/jobworker.js
    GET /scripts/dispatchworker.js
    GET /data.json
    GET /images/shared-0-sheet0.png
    GET /sw.js
    GET /offline.json
    GET /index.html?anchor=video_overlay&language=en&locale=en-US&mode=viewer&state=testing&platform=web&legacyComponentDesign=true
    GET /
    GET /scripts/c3runtime.js
    GET /data.json
    GET /style.css
    GET /scripts/offlineclient.js
    GET /images/shared-0-sheet0.png
    GET /scripts/main.js
    GET /workermain.js
    GET /scripts/dispatchworker.js
    GET /scripts/jobworker.js
    GET /scripts/workermain.js
    GET /scripts/supportcheck.js
    GET /icons/loading-logo.png
    GET /icons/icon-32.png
    GET /icons/icon-512.png
    GET /icons/icon-256.png
    GET /icons/icon-64.png
    GET /icons/icon-16.png
    GET /icons/icon-128.png
    GET /scripts/register-sw.js

    You can see it's not running some of them. Hope this means something to someone...

  • Asking a question in here was a long shot, I know, as most of my questions here are pretty... out there :( But I might as well update this in case it helps someone in the future.

    I found out that if I open the project in the Twitch Development Rig, it won't load... if I preview the html in Google Chrome it doesn't work, but if I tell the Rig to preview it in Firefox, it works.

    As I said before, the only thing I changed is the version of Construct I'm using.

    Ashley Sorry to tag you, but might you know what I may be missing? We're THIS close to getting Construct working for Twitch Extensions. I imagine it'll open many doors. I don't want to have to go back to Construct 2 now that I've had a taste of Construct 3.

  • For the past year I've been working on a Twitch overlay that works alongside the Twitch chat.

    When people type something into chat, I can make it do different things on the streams. This means I can create mini-games for Twitch streams!!! YAY!!!

    This was all made using Construct 2, and while testing a few things, I found that I was able to create a new app that appears on top of the Twitch channel itself, and show a real time version specifically for the viewers (a Twitch Extension).

    As I was able to make this in Construct 2 by simply adding the following line into the index code...

    ... I upgraded to Construct 3, built another test program, then added the line into the index again...

    This time, it doesn't work.

    I notice that Construct 3 exports are quite different compared to the Construct 2 export, with the index file calling the scripts folder instead of seemingly having them included. However, saying that, the one line I needed to add was also calling an external script, so I can't see what is causing the problem.

    Both programs just create a spinning square, with the Construct 2 version being a bit more complex, allowing the user to change the direction of the spin.

    Does anyone out there have a good knowledge of html, or (with any luck) Twitch extensions?

    With the only change being on whether it's Construct 2 or Construct 3, I imagine the issue I'm facing lies with the difference between the 2, rather than something I can change on Twitch, as I'm able to repeatedly get a working program using Construct 2.

    Any help would be appreciated, even if it's just brain storming ideas!

    Opening up the ability for us to make Twitch extensions and overlays would be great for all of us :)

  • Thanks

  • I've been using Construct 2 since it first launched, and have used Construct 3 in the past. However, for some reason I noticed that I couldn't find the Function object to add to my project.

    I opened an older C3 project that had it, so know it's still there, so figured I must have added it to my project and just missed it. I then copied an event over from one project to the other, but a message popped up telling me I didn't have the Function Object.

    In the old program, I then deleted the Function object and tried to add it in again. It wasn't there.

    I then created a brand new project and tried to add the Function tool. I can't see it anywhere.

    Has something changed? Do I need to access it elsewhere now?

  • Has nobody created a multiplayer game for Microsoft store before? XD

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  • Just messing around with Construct, trying to figure out how easy it would be to make a multiplayer game for Xbox One.

    However, the signalling server won't even connect.

    This may be a niche question, but if anyone has any experience on this, I'd appreciate it.

    When I preview it, it works fine, but when I test it within Visual Studio or directly on my Xbox One console, it doesn't work at all. The text won't change :(

    Hopefully somebody's already been in this boat!

  • Wonderful. Is anyone able to show me how?