Headbang Games's Forum Posts

  • Hi rexrainbow

    After the latest change in C3 (scripts modules), the Newgrounds plugins stopped working.

    There is a temporary workaround setting that switches the project to the old classic script mode, but that will be removed in a few months.

    Are there any plans to update these plugins to work on the new C3 or is this the end of the line for them?

    More details about C3 new scripts modules:

    construct.net/en/forum/construct-3/plugin-sdk-10/third-party-addon-changes-156802

  • Hi,

    I got 8 years of experience with C2 and C3.

    I've made hundreds of games, both for my studio and as a freelancer.

    You can contact and read more about me here:

    http:///www.headbangames.com/devblog/about

  • I have a List object with CSS id and a stylesheet file I'm loading with the browser object.

    I'm setting the list object background to url("button.png"), this file is imported into the files folder and not in a sprite object.

    When I export it, the file is there and the url can read it, but when I'm previewing, remote or local, instead of trying to read it from the local directory, it tries to read it from editor.construct.net/r223/preview/button.png

    Is this a bug I should report, a limitation or am I missing something?

    Ashley

  • Hi everybody,

    Our game, Down Below - Halloween Special is now available for free on Steam.

    The special was made for Halloween and does not represent the final game.

    The special was built using the latest alpha build of the game (construct 3).

    If you encounter any bugs or have any feedback regarding gameplay/mechanics, please let us know on, we're here to listen!

    Enjoy playing!

    Download on Steam

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  • Nevermind, I just needed to change the texture X/Y to 0,0 and it works fine.

  • Yeah that's what I figured.

    My question is you think it's a bug, or just different calculations needed now?

  • Ashley

    Updating from r220-2 to r221 renders my mesh deformation all wrong, I'm using relative and I guess it has something to do with the change you made.

    Before I waste my time in trying to understand why it happens and isolate the issue, do you think it's even a bug or just how it suppose to be from now on?

    You can see how it rendered before and after in this video:

    youtube.com/watch

  • Also check your project sprite-sheeting setting, even if you have small assets, exporting creates larger sprite-sheets based on this setting.

  • Hi everyone,

    I noticed that if chrome is running in the background with a few tabs opened, it can affect both C3 NWjs editor and exported NWjs games, but not all the times, I don't know what actually triggers it, chrome can be opened for while without causing any issues and then it's just starts out of nowhere.

    I'm talking about sudden massive drop in the frame rate, in most cases after restarting a layout or straight up when launching. In some cases C3 won't even launch until I close chrome.

    Anyone else having issues like this?

    Does NWjs and chrome share any kind of processing/memory if they both run together?

    Chrome is usually always opened in the background for me, it never was an issue with NWjs before.

  • And what about with an input (on touch), a button to set everything up as saved.

    Is that possible?

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  • Ashley

    I have a setup of 3 monitors, and I use the other monitors with popups for almost all the windows of C3.

    Every time I start C3, any previously popped up window turns into a docked window and obviously doesn't keep size and position (both in chrome and NWjs).

    Is there some way to save my windows configuration?

    I wouldn't mind running a script of clicking an extra button to setup my workspace when I launch C3, but setting it up manually every time is a bit of a drag.

  • All the versions of C3 are url redirects, no package files are supplied with the NWjs version, just the package.json.

    I also had this issue many times before, but currently it works for me, don't know why (but it's not that the app was not cached before), maybe it's the latest NWjs that fixed it (v48).

    Are you using v48+?

  • Yeah I understand that, that's why I mentioned that once I'll have a c3p file that pins this issue I'll post it.

    I couldn't recreate it with a blank c3p file and just those plugins (audio browser gamepad), so it can be practically anything else (other plugins, events, images, sound files, I don't know) and I thought you might have any insight to point me in the right directions.

  • I did it in my game on construct 2 and now in 3.

    I took it even further, besides the main rhythm tracks, each object has it's own sample that plays in different rates(pitch) and the movement and sfx are synced to the music track.

    Also the tempo changes based on your location.

    And it's all DT based.

    I made a counter for the timing and function that syncs everything to that timer.

    All audio are initially played together and the volume/pitch/tempo changes based on events.

    It was quite a lot of work, but a fun thing to experiment with.

    P.S, I totally forgot, the drums here are also pretty cool, its samples of a kick, a snare and some cymbals, and the played patterned are all event based, I always wanted to add more drum fills, but never got to it.

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  • When I export my project to web (NWjs R212) with advance minify (simple and none works fine), and try to run it on my server, the project doesn't play any audio and the gamepad object is not working.

    I didn't test further, but there might be more official plugins with issues.

    When I get the time to stripe down my project and do some testing (takes forever to export), I'll submit a bug report with a c3p file.

    These are the error logs (they don't appear in simple/none) if it helps in the meanwhile.

    Ashley