pandabear7413's Forum Posts

  • I want my game to have a number of 'treasures' on each level. When the player finds them they get to keep them, even if they die before finishing the level. However, once a treasure is found, it should no longer appear on the level in future level replays.

    My plan is to give each treasure object an instance variable called treasureID with a value unique to that treasure, and have a CSV string key in my saveGameDictionary called "treasuresFound". When a treasure is found, I'll add its treasureID to treasuresFound. On start of layout, I'll delete any treasure objects whose treasureID is in treasuresFound.

    One sticking point is creating the treasureID value. I don't want to manually create them in the Layout editor when placing the treasure objects, because this will be very tedious and time consuming as I will have hundreds of treasures. It will also be prone to error - how will I be sure I didn't accidentally use the same treasureID twice across different layouts? So instead, I want a way to automatically set treasureID values that will be consistent with future plays of the game/levels.

    Any idea on how to do that? I don't think using the treasure UID is an option, since I believe that can change from one game play to the next.

    Thanks

  • I have a global layer called GL in layout1, and all my many other layouts have a GL(overridden) layer. I want to add global sub-layers to GL. I was hoping that setting the new GL sub-layers to global would make them automatically appear in the other layouts that already have GL(overridden), but it looks like I need to add each sub-layer manually to each GL(overridden) layer in each layout. Does that sound right, and is there an easier way to duplicate that layer structure in each layout? I don't even see a way to copy/paste sub-layers.

    Thanks

  • (I accidentally posted this to the C2 forum, so moving it here...)

    I use the [] brackets a lot in my game text (e.g., press [z] to jump...). But the [] characters need to be escaped in C3, so the actual text in C3 Text object needs to be "press [z] to jump".

    The problem is when I try to search for these characters in C3:

    - if I search for [z] in C3's find feature, no results come back

    - if I search for [z], or just [, , no results come back - if I search for [, C3 returns the places where [ is used without the escape char \. - and if I search for "to jump", the Match shows 'text: Set text to "press \ to jump" (i.e., the Match doesn't show the '[' character) So is there a way to search for strings with escaped characters in C3? Or maybe this is a bug?

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  • C3 doesn't support debugger breakpoints in certain triggered events - e.g., keyboard: on [key] pressed. I've been getting around that using the following approach:

    This works well and allows me to set breakpoints in the code ultimately triggered by the keypress. My question is, will this come back to bite me in the future? Any other approach that works better?

  • I got a few reports from users that my game's not working on Mac. I don't have a Mac nor do I know anything about Macs. They're getting a Can't open the file because it's "damaged or incomplete" error.

    My game is working fine on WinView2 and NW.js. My workflow for Mac export is:

    - export to Mac using C3

    - remove some array.json files I don't want to share (I do the same with Windows exports)

    - remove the first line of c3runtime.js (to not disclose engine specifics). It's a commented line: // Generated by Construct, the game and app creator :: construct.net

    - zip everything back up using winzip to a .zip file

    Anyone know what may be happening? Can Mac read files created/zipped on Windows?

    Thanks

  • This sounds like this bug report, but when I tried it, it was working fine for me. It's hard to offer any help unless we can find out why it happens.

    Ashley FYI I saw that Beta 310 has a possible fix for this, so I did a quick export to webview2 (64 bit only, minimal settings for time), and the window contents now fit properly. I'll try a full export in the next few days, but this is very promising. Thanks so much for fixing this!!

  • I want to build an HTML table with images in one of the columns, but the images aren't displaying. Can HTML Element include/display images? Or would I have to use "Create sprite image element" for each image?

    Here's a simple project with html element including a png and svg, svg works but png doesn't.

    Thanks

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  • Shame on me for not googling first, this seems to have resolved it (turning off hardware acceleration for audio device):

  • I have 'preload sounds' turned on for my project. Yet the first time I play short sounds - e.g., a single tick of a stopwatch - I don't hear anything. It's not delayed, it simply doesn't play.

    Any thoughts on why this is happening? Does this sound like and issue with my game, or can it be due to my hardware? I have several Windows 10 laptops and all of them seem to have intermittent delays and/or static with system sounds (email notifications, confirmation beeps, etc), particularly the first time the audio plays, so I wouldn't be surprised if that's the culprit. FYI my machines use the RealTek audio drivers.

    Thanks

  • Ashley Yep that's the same issue, and I can duplicate it on every one of my laptops. Can you please try the project again and/or try it on another machine? I also added a comment to the bug report, can you please reopen the issue?

    Thanks

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  • My game plays fine in preview mode. But when I export it to Windows WebView2, objects in the window aren't adjusted to the window size on startup. Instead, they are attached to the left side of the window but don't fill the whole window. Attached is a pic to illustrate.

    If I adjust the window size after startup, the objects adjust to fill the window as expected. But why do they not fill the window on startup? FYI this is a new issue, I've exported many times in the past year with no issues. Also happens with both png and webp export. This may be the first time I've exported with v308 but can't recall for sure.

    Thanks

  • I have a feature request not exactly related to Import but concerning Export.

    Have you submitted this as an actual feature request? Your idea seems well thought out, but you need to submit a formal feature request to have it considered for implementation.