pandabear7413's Recent Forum Activity

  • I’m seeing a consistent keyboard focus issue with **Construct 3 → WebView2 export**.

    **Reproduce:**

    1. Launch the WebView2 build.

    2. Keyboard input works normally.

    3. Click outside the app window *or* Alt+Tab to another window.

    4. Alt+Tab back to the app.

    **Result:**

    The app regains window focus, but **keyboard input no longer works** until the user clicks inside the game window with the mouse.

    **Expected:**

    Keyboard input should resume automatically when the app regains focus via Alt+Tab.

    This does not appear to be an event-sheet issue. It feels like the embedded WebView2 content isn’t regaining keyboard/DOM focus when the window is re-activated, so Construct never re-enables keyboard input.

    **Questions:**

    * Is this a known limitation/bug of the WebView2 export?

    * Is there a recommended workaround (forcing focus back to the WebView, JS injection, or template change)?

    * Has anyone found a reliable fix without requiring a mouse click?

    Tested on latest C3 stable + latest WebView2 runtime.

    Thanks

  • Windows 10

    Chrome 142.0.7444.176

    Same experience with standalone C3 editor

    The C3 editor operates slowly when working with large projects. Most editor functions are much slower than normal. E.g., opening the animation editor, moving views/tabs, adding events, entering conditions/actions into events, etc. But if I edit a small project, such as one of the example projects available with C3, the editor speed/performance is normal.

    The performance doesn’t seem to affect other open C3 editor tabs. In other words, if I have 2 C3 Editors open in 2 separate Chrome tabs, and one has a large project open and the other has a small project open, the editor for the small project will still operate at normal speed, and the editor for the large project will operate slowly.

    This issue started about 2 weeks ago. My project size hasn’t changed much, in fact it got smaller since I deleted a bunch of unused sprites. The Chrome tab shows 1.8 gb, but the total filesize in my project folder is only 300mb (lots of images). I have less than 10 tabs open in the editor (i.e., event sheets, layouts, etc).

    I want to ask if anyone else has had a similar experience, since I can't upload my entire project and submit this as a bug. Since this just started happening, I'm wondering if it's an issue with a new Chrome build.

    Note: Performance with MS Edge is definitely faster, but large projects still are a little slower than small projects.

    Thanks

  • DiegoM Sorry, here's the public file

  • FYI this is what I mean by 'order', see how the frames are not in the correct numerical 1-5 order, even though the file names are *01-*05.

  • Looping in DiegoM as this relates to his awesome importer features described here

    I'm having some weird behavior with the sprite imports. I've been importing sprites from folders (using drag-and-drop into the C3 sprite editor Animations panel) since this feature was implemented and it's been working great. However, a few days ago I noticed that the sprite animation's frame order is not consistent after import, and I've been racking my brain to figure out what changed. I tried C3 stable versions all the way back to 388.2 and they're all having the same issue all of a sudden. I use Chrome and Windows 10, maybe something changed with those?

    Here's a link to a sample import. If I import this as a single .zip, everything imports correctly. But if I extract it to a folder, and then import that folder, the individual animations have different frame orders. And those orders are pretty random, i.e. if I import the folder again the orders often change. The only way I can get the frames to import consistently is to remove the "sort": flag from the json.

    Can someone try it and see if you get the same experience?

    Thanks

  • Thanks, but the problem is the enemy doesn't decelerate when passing the player, instead it maintains 100% speed on the turn. And I can't access the bullet vector speed of the enemy object. Am I missing something?

  • In a 2d sidescroller, I want something similar to how the ghost moves in the 'relic hunter' example. However, in my game the player can 'duck', and when they do I want the ghost to miss the player and fly past them, decelerate, and then accelerate back towards the player again. It doesn't seem like Follow behavior supports acceleration / deceleration like this. I also tried setting the ghost position to the player's using lerp to calculate the x/y, but the ghost starts to decelerate before getting to the player.

    Thoughts on how to do this?

    Thanks

  • So I found an alternative, and that's to use a TileMap instead of a DrawingCanvas. I had a lot of issues with DrawingCanvas and savegames, LocalStorage, restarting layouts, etc. So far TileMap has been a good alternative with none of the same issues. Thanks to anyone who looked at this.

  • I'm making a sidescroller and I'm using the DrawingCanvas as part of a levelMap feature. Basically, the DrawingCanvas is the size of the layout, overlays the layout, is invisible, and is initially all black. As the main character moves, the area around the mc is 'erased' in the DrawingCanvas. When the player opens the levelMap, they'll see the entire layout zoomed out, with the DrawingCanvas (now visible) on top. So they'll only see the parts of the layout where the mc has been, because those areas have been erased in the DrawingCanvas.

    This works great, but I need to save the DrawingCanvas for savegames. Because my layout is so large - 22k x 11k pixels - saving the DrawingCanvas to LocalStorage takes 5+ seconds. I'd like to reduce that savetime. FYI I'm using this save approach, Thanks dop2000 ! - construct.net/en/forum/construct-3/how-do-i-8/save-current-state-163694

    Since I don't need a very high-quality image in the DrawingCanvas, is it possible to downscale the DrawingCanvas to maybe 10% of the size, and then save it to LocalStorage? Of course this means I would need to upscale it when reloading the savegame? If so, how would I do that? ChatGPT gave some suggestions but she's hallucinating somewhat and sending me down ratholes.

    Any other options? Is there a way to start with a smaller DrawingCanvas, and clear areas of it based on a layoutSize-to-DrawingCanvasSize calculation of some sort? I would then have to expand/resize the DrawingCanvas when viewing the levelMap...

    Or are there other ways to design such a levelMap that doesn't use a DrawingCanvas, maybe some other object type?

    Thanks

  • I often have to delete and reload sprite animations for my sprites. Since a sprite requires at least 1 animation to exist, I keep a placeholder (blank) animation for each sprite object. After I delete/reload the sprite animations, the sprite's icon in the project explorer now shows the placeholder animation, which makes sense since all the sprites of that instance have their 'initial animation' set to the placeholder animation. However, when I go through my project and update all the sprites to have their 'initial animation' set to the proper animations - and none of them have 'initial animation' set to the placeholder animation - the sprite's icon still shows the placeholder animation. At some point C3 fixes the issue, and the proper icon is set in the project explorer, but I'd love to know how/when that happens so I can trigger it myself.

    Thanks

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  • So it looks like the 'purpose' setting for my app icon changed from 'App icon' to 'none set' since my last export. Not sure how/when that happened, but it's reproduceable...

    - take any sample project

    - remove all icons but one

    - set that icon's purpose to 'none set'

    - export to WinView2 of nw.js

    If NW.js, the game.exe file will work but not the WindowsIconUpdater.exe.

    If WinVIew2, neither the game.exe nor the WindowsIconUpdater.exe will work.

    Will submit bug...

  • Update: I also tried the NW.js export. It worked, and I was able to run the game.exe. But the WindowsIconUpdater.exe is still throwing the same error. I'm confused, any ideas?

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pandabear7413

Member since 9 May, 2021

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