dop2000's Forum Posts

  • You may need to request motion/orientation permission.

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

    If this doesn't work, create a small test project with a text field and set it to Touch.Alpha on every tick, see if the value changes.

  • Use distance() expression, with either tilemap indices or layout coordinates.

    For example, to check if tiles A and B are adjacent, you can use this condition:

    distance(Ax, Ay, Bx, By)<1.5

    Where Ax,Ay,Bx,By are their indices on the tilemap.

    Or, for example, to check if mouse cursor is on an adjucent tile to tile A:

    distance(Tilemap.TileToPositionX(Ax), Tilemap.TileToPositionY(Ay), Mouse.X, Mouse.y)<(32*1.5)

    32 is tile size in pixels.

    .

    To scan a block of 3x3 tiles around mouse cursor for a particular tile ID:

  • Yes, you can do this with hierarchy. Add A as a child to B and disable "transform angle".

  • Only in your case you shouldn't change the release version in project.c3proj

    You need to check SavedWithRelease and open the project in that version.

  • Open project.c3proj in Notepad, check which version it was saved with. For example:

    "savedWithRelease": 36802

    This means r268.02

    Open the project in that version. Update layout name, save, then try to open with the new release.

  • I don't think it's a bug. Physics collision mask is not the same as collision polygon. Physics mask is only used in physics calculations, while the original polygon can still be used for everything else (non-physics collisions, drag and drop, pathfinding, line of sight etc.)

  • Looks like the layout name starts with a space - " Playership Start Scren Layout".

    Follow these instructions to fix it:

    construct.net/en/tutorials/fix-open-project-errors-due-3139

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  • There are also plenty of tutorials and official examples you can study.

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  • On board controller works as expected unless you attach a Bluetooth controller it seems. I need to reboot the deck for them to work again.

    Yeah, I remember having the same issues with external controllers. And our players reported them too.

    But today I tested our game with PS4 bluetooth controller and it works perfectly fine on Steam Deck. I tried switching back to Steam Deck controller and it too works fine, I didn't even have to disconnect the PS4 one. I don't know what has changed...

  • Check the browser log. It may mention the object or file with an invalid name.

  • Press F12 and check console log.

  • Then put all data you need to save into a text variable. Then use "Browser Download" action as in my example to download it as a file to disk.

    In a desktop export you can use NWJS or FileSystem plugins to write data to a file, instead of downloading.

  • Do you need to save the entire game state, or only selected data?

    Here is how you save the entire game:

    dropbox.com/scl/fi/1oiv92mq6eu25afxv4sw2/SaveLoadToDisk_Browser.c3p

  • It would probably be easier to make a small level editor project. You can use your 40K sprites in it to build a map (because the performance doesn't matter). Use "For each TileSprite" to automatically convert them to a tilemap, and copy their values to an array.

    Then export Tilemap.TilesJSON and Array.AsJSON in the editor, and import these strings to your main game. Then all you'll have to do is load them into the tilemap and array.