dop2000's Forum Posts

  • You'll need to look for a specific bit of information (card price) in a large html, it can be challenging.

    en.wikipedia.org/wiki/Web_scraping

  • Do they have an API? If not, scraping the prices from the website may be quite difficult.

    Looks like they have, but not accepting new users:

  • Just make your own slidebar, it's pretty easy.

    howtoconstructdemos.com/category/slide-bar

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  • Try this:

    Sprite: Load image from "https://corsproxy.io/?url=https://samplelib.com/lib/preview/png/sample-bumblebee-400x300.png" (Resize to image size, cross-origin anonymous)

    Note that the TCG website may have policies that prevent downloading their content directly. You may need to use a CORS proxy, as in my example. The best solution is to avoid loading cards from an external server altogether - keep them in your project or host them on your own server.

  • I believe both Save and Load actions are async. You need to use "On Save complete" and "On Load complete" triggers to perform additional actions. For example:

     ---> Load game from "Menu"
    
    On Load complete
     ---> Call LoadGame function
    
  • Setting the fullscreen quality to High fixes it for me.

  • Can you share a sample project file?

  • Use text expressions: mid(), left(), right(), len(), etc.

    For example, mid(string, 5, 1) returns the 6th character from the string.

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  • In the browser there are always black bars on the sides and it really doesn’t look good. If I choose another mode, it causes unpleasant cropping. Stretching in the browser is usually very small because of the toolbars, so it’s really not a big deal, and in my opinion the game looks much better when it fills the entire screen.

    Ultrawide monitors are very popular these days. And there are super ultrawides. Some people install them vertically. And of course many people browse on their phones/tablets.

    So your game will look like this:

    You need to use the Scale Outer mode and stretch the background to cover black bars. See my previous demo.

  • How to intercept the pointer events before Construct processes them

    How to apply the corrected coordinates so Construct's "Mouse → On object clicked" conditions work properly

    I don't know if that will be possible.

    You can still click things:

    dropbox.com/scl/fi/k9byucogoqex2ymq60yd5/DistortedScaleDemo.c3p

  • I never imagined something so simple would be so complicated.

    I've been using Construct for many years, and this is probably the first time I've seen someone ask this. In 99.99% of cases, people want to scale the game while preserving the aspect ratio.

    Anyway, here's a simple way to recalculate the mouse position:

    function OnPointerMove(e, runtime)
    {
    
    	const w = window.innerWidth;
    	const h = window.innerHeight;
    	const layerX = e.clientX * (1920/w);
    	const layerY = e.clientY * (1080/h);
    
    	const sprite = runtime.objects.Sprite.getFirstInstance();
    	sprite.x = layerX;
    	sprite.y = layerY;
     
    }
    
  • The screenshots don't help much. You probably have other events which override the animations.

    I've also discovered that the animations dont even finish, like when you use a light attack within the second area, it fails to finish it.

    There's almost certainly some other event which sets a different animations in the same tick. That's why the animation is restarted all the time and never finishes.

  • even if it distorts the game slightly.

    I don't think it's a good idea. What if someone runs your game on an ultrawide monitor?

    To scale preserving the aspect ratio - use "Scale Outer" and enable "Unbounded scrolling" on the layout. No code needed!

    Here is a demo:

    dropbox.com/scl/fi/nlcnbsjne5ae9p90lixzf/ScaleOuterDemo2.c3p

  • Scale outer cuts the image, parts of the display are not shown in many situations

    It doesn't cut anything, you are probably not using it right.

    Can you post an image of what you are trying to make, or a demo project?

    Perhaps what you are looking for is the "System Set Canvas Size" action? It has the same effect as changing the viewport size in project properties.