quackgyver's Forum Posts

  • Bump.

    I reported this issue 2 years ago as well: construct.net/en/forum/construct-3/general-discussion-7/colors-options-dont-work-139852

    Can someone please look into this?

  • "Change text color" and "Change background color" for comments don't work in Safari on macOS.

    This has never worked in Safari as far as I know, because I've seen this bug for as long as I can remember.

  • I assume the name in this case is an instance variable.

    If so, you can use the Pick last created system action.

    From the manual.

    Pick last created

    Pick the most recently created instance of an object type or family. This is useful with the Create object (by name) system action. For example if you know the created object must belong to a family, then you can use Pick last created to pick the created instance from the family.

    https://www.construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    That worked well as a substitute. Thank you.

  • Right now I'm trying to do the following:

    The effect I'm getting is that the object is created, but the "type" and "name" variables aren't set directly after creation.

    Ashley once said:

    If you create an object, you can use it in the same event and sub-events, but not in sibling events, until the next top-level event. Since those events are all in a group, the newly created object is not available in subsequent events, until the end of the group (which is the "next top-level event" point).

    So I'm wondering if the reason why the family objects' values can't be set is because they aren't considered created objects within the scope of the current loop, and whether they need an additional, full loop before they can actually be picked?

    EDIT:

    Or is the reason why it can't be targeted because I'm creating an object that belongs to the "bar"-family, and I'm subsequently trying to set the values by targeting the family itself?

  • ObjectTypeName

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/common-features/common-expressions

    I need the name of the object though, not the object type.

  • Bump.

  • I'm using "Create object (by name)" and need to be able to determine the name of the object that was just created.

    How do you fetch the name of an object?

  • The game I'm making uses external resources that are placed in the same folder as the app's directory (or in the case of macOS, within the executable .app-file.

    However, for some reason NWjs.AppFolder returns the temporary runtime directory on macOS, whereas on Windows it returns the original file location. This means that on macOS specifically, NWjs.AppFolder is almost the same as NWjs.ProjectFilesFolder, which kind of defeats the purpose of getting the AppFolder value.

    Is there any way to figure out from where the project has been run on macOS, when exporting with NWjs?

    EDIT:

    Just to add to this, I wouldn't consider getting the user's folder and checking their Applications-folder to be a good solution, even though it seems to be the only way to get anything from the .app package on macOS.

  • I have the following use case:

    • Lots of different object types are on-screen (e.g. sprites, 9-patch etc.) and moving around.
    • These moving objects will be randomly changing in z-depth.
    • Changing these object types in order to achieve a solution is not a possibility.
    • The objects and object types are many, meaning that adding them to families in order to run any checks would be cumbersome (but possible if it's the only viable solution).
    • I need to check if true, only when the player clicks on a specific sprite (i.e. I only need to run the check for this specific object) when it's not obstructed by another object.

    Or to put it in more simple terms:

    How can I check when a specific sprite object is not visually obstructed by any other visible object, at the exact point where the player is clicking on it?

  • Construct projects are based on open formats like JSON, so there's nothing stopping anyone from creating an open source competitor to Construct. As far as I'm concerned what Construct offers is a convenient interface for managing open projects rather than a locked-in engine. I think that's a great compromise for a subscription-based game development toolkit, and it ensures that we can develop solutions ourselves in the off chance that Construct 3 would stop receiving support.

  • It doesn't seem like iframes can be created or destroyed via events (even if the iframe already exists in another layout).

    Iframes only seem to work if they've been placed in a layout via the layout editor.

    Is this a bug? And if so, how can you create iframe instances via the event editor rather than having to place them via the layout editor?

  • This may or may not be relevant in your case but as far as I understand the Multiplayer plugin doesn't actually work with a lot of mobile carries because their NATs are preventing packets from being transmitted. Apparently setting up a TURN server is required for getting around this, but that's not a service that Construct offers.

    I've raised this as an issue before since I think it renders the Multiplayer plugin moot if it doesn't come with the necessary solutions to make it work on all platforms. For now we'll just have to accept that we can't assume that the Multiplayer plugin will work for mobile- and tablet users (unless they're connected to a wifi).

  • Hi,

    I've never managed to get audio working in preview mode in Safari on macOS and today I decided to investigate why.

    Apparently there's a cross-domain error preventing it from loading:

    [Error] Fetch API cannot load editor.construct.net/[...].webm due to access control checks.

    Anyone know how to fix this, so that audio will work in preview mode in Safari on macOS?

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  • in the spritefont properties, you have to set the character size (which for your font should be 7x9)

    and you have to tell it what the character set is (which letters appear in your font, and what order they are in), which for your font is:

    !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~

    (note the first character before the ! is a space character, so don't forget it or all your letters will be off by one.)

    I have. Everything's been set up as intended.

  • Hi,

    For some reason my Sprite Font object won't load.

    These are the events:

    Here's a sample file: quackgyver.com/junk/font_test.c3p

    Anyone know why this won't display?

    Thanks in advance.