NedSanders's Forum Posts

  • Sorry didn't spot this earlier. If you login to your account and view the bucket the URL will be along the lines of:

    https://cgs.construct.net/974b678b-4317-4d4e-b94f-1c90607d70a5/cloudsave/buckets/ea7ee705-e462-4748-9881-20bc24104e37

    The bucket Id is the last part: ea7ee705-e462-4748-9881-20bc24104e37

    I'll update the interface to make this clearer.

    Ahh, I see - appreciate the guidance. I think it would be great to mention this in the manual too.

  • Ashley Any ideas?

    The documentation sort of talks around bucket IDs in a way that implies they should be intuitive to find, but they're seemingly not visible anywhere in the bucket pages of CGS. Same situation with the Leaderboard ID.

    Have I completely misunderstood something? Would appreciate some guidance as my project is on hold until I can figure this out.

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  • I've been trying to get to grips with Construct Game Services, but I'm running into an issue. The process for saving data to a bucket seems really straightforward, other than the fact that I have no idea how to access a bucket's ID. I've searched through the backend and the documentation and found nothing - what am I missing?

  • I have reported it and Ashley has already fixed it for the next beta release.

    Ah, amazing - thank you

  • I thing You can't clear canvas because in the end you are setting variable Mode to Moving, while clean canvas works only when Mode is ChooseMove. If you will disable line (System / Set "Mode" to "Moving") it will start working

    This is unfortunately not the case. a) I believe the full line of code still runs even if part of it involves disabling the conditions that start it to run halfway through and b) I've moved the set mode line to the end of the line and it still works. Even setting a on keyboard space pressed > clear canvas line completely outside of this code block didn't work.

    As discussed above, it seems like it's a bug. I'll get around to reporting it when I can.

  • I've been banging my head against this for ages. I'm trying to prototype a grid-based movement system where the path is rendered on the Drawing Canvas until the player picks a location to move to.

    I am able to successfully clear and re-render the canvas each frame that the preview is active. But when the player clicks, the clear canvas action just doesn't seem to want to work. I can't seem to clear it using any method. Is this a bug or am I missing something really obvious? Any help would be appreciated.

    Screenshot of all my logic and link to project below:

    drive.google.com/file/d/1KORaEjdE2NWwOZWOzvnR_gmTQnDc1ESa/view

  • Definitely use the hierarchy feature, remove all containers. You can create the entire menu on a different (unused) layout, add all objects to a hierarchy. Tick "create hierarchy" checkbox in "Create object" action. This will create the entire menu!

    Thank you a thousand times! I knew I was probably missing something quite simple, just couldn't figure out what.

  • Maybe you should use hierarchy instead of containers.

    I've tried this but I seem to get the exact same issue. I'm sure I can work around, but it just feels like a feature that should be here somewhere - I'm just not using it correctly.

  • I've been trying to get to grips with containers. I have a UI window sprite which contains various HTML elements in specific positions within it. I've added them all to a container and, in the layout, moved each element to where I want it to be.

    When I spawn the window, all associated elements spawn at the same point as the window. Is there built-in functionality to ensure each one spawns in the correct place, relative to the window or do I have to set the position of each one each time a new window is created? I assumed this would be a feature as in Unity hierarchies, but it either seems like it isn't or I'm using the feature incorrectly.

    Any help would be appreciated.

  • I've been trying to create a system for reading and writing variables through expressions (i.e. a function to evaluate an expression like "Var1 == 0 & Var2 = 1" and similar functions to change/add/subtract variables). For a while, I've been assuming the best way to do this is to declare the variables in the Event Sheet as normal, then interact with them through code but it occurred to me after another readthrough of the (brilliant) scripting documentation that I could just declare the variables in script (let Var1 = 1, etc.) and avoid the awkwardness of Event Sheet/Javascript cross-communication altogether.

    I'm still not completely confident with Javascript and would still keep the majority of the project in visual code. With that in mind, are there any particular pitfalls or dangers to handling most of my variables in javascript?

  • It's been a while since the Flowchart tool has dropped and it's received a few updates in that time.

    Over the last year or so, I've been on-and-off trying to create a robust system for handling complex dialogue in Construct, including all the bells and whistles you might see in a tool like Articy Draft, Arcweave or Dialogue System for Unity. A lot of it is a case of creative uses of the tool, custom functions for variable evaluation/execution and establishing good internal best-practices and standards. I've managed to get it working well enough to use it for some basic conversations in a few games already but I know it's going to be a while before it feels stable enough to handle the kind of stuff I want to throw at it.

    I'm interested in the uses that others have got out of Flowcharts, if anyone's tried anything similar and - if so - what best practices or creative implementations they've settled on. I think the tool has massive potential but I don't see people discussing it much and I think it would be cool to share the stuff we've learned whilst playing around with it.

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  • I have a function that uses the set return value action. Strangely, everything in the code seems to work as intended, except for the return value function. The debug text object always displays "???" and when I remove that line, it displays "" (i.e. an empty string) regardless of the outcome.

    The image below contains comments, which should make it clearer.

    I may be missing something, but if the set opacity events are triggering, surely the set return value ones should be as well?

    Tagged:

  • I’ve been developing a mobile app which uses text input HTML object. I’ve noticed that selecting the text input causes the browser to zoom in automatically and then stay zoomed in permanently when using on mobile. Is it possible to disable this?

    This is being hosted on itch.io for testing, I’ve included a link below as well as a video of the issue.

    Itch: nedsanders.itch.io/vtm-app

    Video: drive.google.com/file/d/146KFDTKoPQ8VRXcoJw_C0jqEF17yIh-v/view