pandabear7413's Forum Posts

  • That makes sense, thanks Ashley for the clarification.

  • That's a much cleaner and simpler way to do it. Plus I dont have to go into notepad++, remove EOLs/returns, escape the quotes, etc. Thanks!

    My workflow now is encode the string to b64 using an external tool and paste that val when setting the arrayString variable in the code. Then I decode at runtime using the atob script you shared. Works great!

  • I'm getting close to completing an Alpha release of my game and want to know the best way to manage this release with GitHub. I use GH mainly to backup my project - I don't use (nor do I know much about) branching, and commit everything to Main. The Alpha release will have some things that I don't want in the Main codebase. E.g., I'll be converting arrays to base64 for security and will be deleting the array files from the project. I'll also be exporting the project and want to store the exported files in GH.

    What's the best way to do this with GitHub? My thought was to create a branch for the release with release-specific changes, but don't merge it into the main codebase. That way I can go back to it in the future, which I'm sure I will need to. Will this work and/or is there a better way?

    Thanks, and any other thoughts on releasing w/ GH would be much appreciated.

  • This is really helpful. I'm 100% new to js so I'm getting tripped up by little stuff. I posted a question on this at https://www.construct.net/en/forum/construct-3/how-do-i-8/simple-javascript-string-172108, would love if you had a chance to look at it and let me know your thoughts.

    Thanks

  • The simple question: what is wrong with the line of script shown? I'm using the same string value passed into the "load from json string" line above, so I don't understand why it's not compiling for the script.

    Where I'm going with this? I want to convert my arrays to base64 strings for security/privacy and save the base64 string to a variable in the code. Then at runtime, I want to use javascript to convert them back to standard strings and load the string into the array. The shown code doesn't have the base64 encoding yet.

    Thanks

  • He could add all the events related to debugging below a specific group.

    And use "is in preview", to enable or disable that specific group.

    This is exactly what I'm doing. The "is in preview" keeps me from having to remember to remove it manually before export.

  • Thanks for the suggestions. I looked into this and couldn't get the Forge add-on to work (looks like it predates the JS modules). The base64 option sounds promising, it may be powerful enough for what I need, but I haven't found an example of how to do that in C3 and I'm guessing JS is required (not my skillset). Any chance you can point me to an example of using base64 (converting a string to/from base64) in C3?

    Thanks

  • bumping this in case someone knows

    Ashley, any thoughts? Happy to submit a feature request if needed.

  • That's quite simple indeed - Thanks!

  • Can anyone suggest some best practices for having a 'debug version' of my game? When I release my game, I want to turn off all debug features I've added (logging to screen, debug hotkeys, etc) in the released version, but I then want to turn them back on in my working version. I can see myself forgetting to turn them off for a release so wondering if there's a good approach for this?

    Thanks

  • check this: https://drive.google.com/file/d/1gIelMGvUySSHpELYSb_U-a0KvQmnI0Fo/view?usp=sharing

    I changed it to use Regular mode on the timer instead of once (as this is what you are going for here).

    That seems to keep them in sync

    Didnt even think to use the Regular mode but you're right, this is what I was looking to do. Nice and clean and it works great - thanks!

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  • In the attached project, I'm expecting the spikes to extend as such:

    - the left extends every 2 seconds

    - the middle extends every 4 seconds

    - the right extends every 8 seconds

    All 3 spikes extend at the same time on the first extension, but afterwards the spikes to the right begin to extend sooner than those to their left. This becomes pretty obvious after a few rounds of extensions.

    I believe this is caused by lag with the Timer behavior, and since the left spike uses timer more frequently the lag builds up quicker for that spike. Is this the case, and what can be done to eliminate the lag and have the spikes extend at the same times? FYI I want to use this timer logic or similar, something that will keep the spike objects separate and not have to know about / rely on each other.

    https://drive.google.com/file/d/1DpBYv6PBpifL0sUWjP_HyZDZn9OUHDJr/view?usp=sharing

  • On my old PC I had ~25 different editor tabs open in my project (event sheets, layouts, files, etc). Just got a new PC and I copied all my C3 project files over, but when I open the project only the main layout and its event sheet open up in tabs. Is there a way to restore the project tabs and formatting that I had on my old PC? Using Chrome fyi...

    Thanks

  • Finally getting around to this. After some experimenting, it looks like the FileURLAt(0) string is unique to the version/state of the file at load time, i.e., when you open the file with FileChooser. If the file is then changed, the original FileURLAt(0) string is no longer valid as it's pointing to a file that's no longer there in its original state. After the file was changed, if I try to open the original URL string in the browser, I get:

    Your file couldn’t be accessed: It may have been moved, edited, or deleted.

    ERR_UPLOAD_FILE_CHANGED

    Good idea tho and was worth trying, thanks for the suggestion.

  • When I select object->find all references, it lists which layouts the object is in (e.g., 2 instances on Layout1). But my layouts have lots of layers, many of which are locked, so I need to unlock the layers and search around to find the object. Is there a way to determine which layers of a layout an object is in?