Xeeko's Recent Forum Activity

  • I have emailed the,, but not gotten a response. They do specifically mention Construct 3 here developers.arkadium.com/faq (under "What are the technical requirements?")

    But yeah, can't find any plugin or similar.

  • Yes, that did the trick!

  • Thanks!

  • Is it possible the build is taking local save files with it somehow (I'm exporting using the Linux option)?

  • So I'm currently developing a game and trying it out on the steam deck. However, I can't get rid of the saved files (LocaleStorage and the system Save function). I've used the developer mode to remove the proton files, deleted the game, and even installed decky loader and used the storage cleaner, but it STILL loads up the old saved files.

  • If you're making a game with a "Match-3" mechanic and want to find matches of 3 or more elements, it's much more efficient to implement this mechanic using an array rather than checking object collisions.

    Probably, I've just never been that good with that kind of logic. I did find a method that worked for me though. Probably not the most elegant solution, but it works for:

  • So I tried searching around and I know this question has been asked before but I couldn't find a solution.

    I have grid of objects, and I want to check if they are adjacent ot another object of the same type, and only then are you able to click on them. What I dounf in the forums was that you have to make them a family to be able to compare to instances of the same obecjt, but I can't get it work. I almost have it, but something is still off:

    Here's how the grid looks:

    And here's the code. It almost works, yet misses the occasional, so I feel like there's just one easy thing I'm missing:

  • Hi

    I've recently started developing games with html5 platfroms as target, and one I'd like to support is Arkadium (https://www.arkadium.com/). In their FAQ they mention Construct, but I can't find any sdk, or info on how to integrate their sdk into Construct. Has anyone worked with that platform before and can give some insight?

  • Yeah, it's kinda hard to explain, it's a really weird problem, never experienced anything like it. Here's how it looks:

    This is the event sheet of the first layout (I doublechecked, it's the first, and that event sheet isn't included anywhere else.

    That works, and it loads the game to whatever layout was the latest (all the levels use the same event sheet, and it's not included anywhere else). This is the first events (there's no load event anywhere else in the project).

    This too works, and I get to the menu, with everything saved. In the menu you make this choice, which also works and everything is as it should.

    Here's the inspector after loading, everything works.

    It is after that, any event that goes to another layout (I tried different ways) that causes the game to freeze.

    I'm not sure how browser logging works? I tried looking in the forum and manuals here, but couldn't find a good explanation.

  • So I'm not sure if this is a bug or not, but anyway.

    The way my game is set up is that the first layout of the game is a just an empty layout, with two actions on the sheet:

    On start of layout > load game from slot "xxx".

    And If load failed > Go to layout "Menu".

    At the start of each level (each level is a separate layout using the same event sheet) I save the game to slot "xxx".

    The first Action in the event sheet is, On load complete > Go to layout "Menu".

    This works as intended, and I can go to my level select menu and choose level etc, however, now any action that is to go to another layout (be it a specific one, go to next, etc) just doesn't work. The game freezes, and everything in the inspector disappears to shoing any layout information, or any objects anymore.

    If I start the game from the beginning with an empty save slot, everything works, until I quit the game, and start it up again.

  • But ok, if it's a known problem I'll find some other workaround then. Thanks for the help!

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  • I would try giving the objects slightly rounded edges:

    I tried that exact solution, still the same problem, although slightly less often.

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Xeeko

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