dop2000's Forum Posts

  • (Take a look at who filed the issue!)

    Oops :)

    The fix was to limit each displayed match to show at most 100 characters before and after the match. Increasing that to 1000 doesn't appear to affect the original performance issue too badly. I've made the change for the next beta so you can try it out, and if that does the job and doesn't cause any other issues, then it's a simple change and we could merge that back to stable/LTS.

    1000 characters should definitely be enough, thank you!

  • We updated our project from the LTS version to the latest stable and noticed an unwelcome change: search results are now truncated, showing only part of an action or function.

    Our project has almost 20K events, so searching for things is a big part of my daily work. Previously, I could open a list with very long search results and just scan through them to find what I needed — for example, to check the value of a specific function parameter.

    I have two wide monitors specifically for this kind of work, so I can expand the search results list across both screens if needed.

    Now though, the results are truncated, and I have to click every single line just to see what's hidden behind the "...". This slows down my workflow quite a bit.

    Ashley, Could you please revert this change, or at least add an editor setting to disable truncation?

    Tagged:

  • I'm curious if you've set anything specific in the SteamInput section of your game?

    I don't think we have.

    So when you discover that a controller doesn't work in your Steam game, does it start working when you disable Steam Input? Maybe you should disable it then.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • We support both XBox and PS controllers in our game, and most players don't have any issues. We use the official Gamepad plugin, nothing special.

    If something isn't working, we advise players to try enabling or disabling Steam Input in the game's settings. That usually does the trick.

  • I might just have to give up on it, unless maybe you have any other ideas to try?

    I don't, sorry.

    You can publish this game for free on the Arcade, itch.io, etc.

    construct.net/en/free-online-games

    itch.io

  • There's no delay whatsoever on my PC, the preview starts instantly, and there are no errors in the console log.

    Do you have this delay when running other projects, say, C3 examples like the Kiwi Story? Maybe your Chromebook is just too slow.

    From the Google Play screenshot, it looks like the MainMenu layout loads and some of the graphics appear (the blue tiled background), but other sprites and text are missing. I have no idea why this happens. Have you tried building an APK and running it on your phone?

    There is one problem I noticed - you are using Fantasy font. You need to add it to the project, and make sure all text objects are using the project font, not the system one.

  • You need to share your project file (C3P), not the exported game.

    As for F12 on Chromebook, this is definitely possible:

    youtube.com/watch

  • I can share the file, I am just not sure how to, I don't see an attachment option.

    You need to upload it to a file-sharing service (Google Drive, Dropbox, etc.), generate a public link and post it here.

    Here is the console though, is there something in particular I should be looking for?

    That's the debugger. You need to press F12 in Preview and select the Console tab. Check if there are any errors or unusual messages in the log.

  • I have also reproduced the startup delay when using Construct 3 Preview, so it does not appear to be limited to the Android export.

    So you see the same 1-4 seconds delay every time you preview it in the editor? Have you checked the console log?

    Can you share your project file?

  • Awesome, thank you!

  • Here's where you submit bugs:

  • Maybe you could set an instance variable in the timeline that’s normally a different value. Or if you specify the instance at runtime with the “set instance” action you could try to keep track of it then too.

    The idea is that someone else (not a programmer) will be creating the timelines, and I don't want to complicate things for them. Storing instance UIDs or other identifiers in the timeline tracks isn't much different from hard-coding them in events.

    Here is a possible usage scenario: there are multiple NPCs on the layout. Dialogues can trigger various timelines, which may move one or several NPCs or other objects. I need to know which NPCs are currently being moved by timelines so I can update their appearance accordingly.

    Yes, there are workarounds - for example, I could monitor when their position changes and assume it's the result of a timeline. But I don't understand why there is no proper way to pick the instances controlled by a timeline. Why is there a "Set track instance" action, but no "Get track instance"?

  • For example, I have multiple Enemy instances, and I use a Timeline to move one of them. I want to identify/pick that particular Enemy instance.

    The Timeline Controller doesn't have any expressions or conditions for that. As far as I can tell, the scripting API doesn't expose it either.

    Is there a way to pick controlled instance(s) or get their UIDs?

    Tagged:

  • You can surround it with invisible solid borders.

    Or clamp its position on every tick:

    Player set position to
    X: clamp(self.x, Floor.BBoxLeft, Floor.BBoxRight),
    Y: clamp(self.y, Floor.BBoxTop, Floor.BBoxBottom)
    
  • 1. You can write and read files with the File System plugin:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/filesystem

    2. Steam Cloud simply syncs the files across devices, so you don't have to worry about it. You just need to tell Steam which folder you're saving them to.