1mrpaul1's Forum Posts

  • When developing games, I always need to run the game in debug mode but opening submenu with debug button is always annoying, because testing many times, and maybe just clicking on this submenu with a tiny arrow button, will add to the development several hours in the year distance

    SO, is there any way how to add this button on the front? as it was on C2?

    like theme maybe

  • > when switching tabs in browser and returning to the game, it is unpausing automatically

    That seems a little odd. What events do you use to pause/unpause? Can you share a screenshot? I just tried with a very basic setup and it doesn't happen for me.

    Worst case you can probably work around it with on suspended/resumed conditions but there's possibly some error in your events.

    https://www.construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions#internalH1Link10

    I'm not doing anything unusual

    i.postimg.cc/wB9njx8T/Screenshot-2023-12-03-092424.png

    but there is an additional setting that causes this issue "Pause on unfocus"

    As I understand this behavior is using a timescale as well and setting the timescale to 1 after the page is in focus again

    It is a bug, as for me, because the game should track the timescale on unfocus and set it up to the previous state when will be in focus again.

    but yes, we can use focus/unfocus to resolve it

  • currently, I'm using a timescale. set it up to 0 to pause.

    It is working but I have one annoying issue with it

    when switching tabs in browser and returning to the game, it is unpausing automatically, and it is not good, because you see the pause menu, and the game should be paused. even worse when you are showing ads and pause the game for it, but the game starts to play while the ad is showing

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  • If you run in to a problem please file an issue following all the guidelines, as otherwise it's usually impossible to help.

    You closed my ticket with the same issue. You know yourself that it is because of 3rd party addons.

    but it was broken on construct side

    I know about Scirra position that addons problems it is their problem, but while your engine is not fully functional without 3rd party addons, it is in Scirra interests to help addons to work correctly

    I can name the addon that I know doing crashes in the timeline

    In my case, it is - Game Push. Very important addon for monetization

  • If that is the important column which determines item order then put this in the first column which is used for sorting.

    great idea, thank you

  • You can't with the default action but why are you doing it? Maybe there is a better way to do what you are trying to do.

    I need it on the case, gamedesigner will decide somehow to change the item's order and it will not break the whole game

    And thought maybe we have a technologically smart way to do it. By the way, I opened the post on C2 section by mistake when I was searching for the solutions on the forum haha

    I'm using C3 now

  • I have an array, let's say like this

    and in this array, I want to sort items by number in column 2 by incrementation 1,2,3

    how to do it?

  • Well, there aren't many other options. It could be a bug of course, but I think it's unlikely.

    Are you using templates? Maybe when you create an object from a template, it's always created with its children.

    Or perhaps there is an event that creates the child object when the parent is created? It's hard to speculate without the project file.

    yeah, that is a bug probably

  • Check if the first object is part of a container.

    I know about containers, but there are no containers, and all new objects that I had added as a child, through hierarchy, created after spawn parent object

  • There is a checkbox "Create hierarchy" in Create/Spawn action.

    yeah, what is strange, I do the same for 2 objects, the same settings of the objects, the same setting of the hierarchy on the scene, but, when I spawn one object, the construct creates a child object from the scene, on the same pos which as on the scene, but for other object, nothing. And I can't find any logic there

  • Why construct creates all child objects of the created object with hierarchy sometimes when spawning new objects, but sometimes not?

  • Construct settings reverting to default values every day after last updates

    I tired already to setup it up again and again, login, load plugins, and search for the last created project on the computer (using recent files usually)

    How to fix it?

  • as a pro developer with more than 50 finished games and 50+M plays of my games I can say what im missing in the C3.

    - normal standalone app

    - 3D (based on the modern libraries for 3d in the web)

    - support for all popular monetisation tools

    - prefabs

    - mesh animation

    - masking for sprites

    - runtime preview

    - support for facebook playable files.

    list can be wider, but this is the main things that pro devs cant find in the engine.

    3D for web is very popular now, devs who can do it, using classic JS and three JS earning the highest salaries.

    many people searching for devs who can do Facebook playable ads

    and all publishers asking about monetization tools in the developed games and they all has api for unity

    this is why publishers asking devs to use unity

    and probably construct need more than 2 devs to make the engine, to be compitative

  • Lets discuss what can be done to make the Construct interesting for devs, especially who are searching for a new engine, after Unity fail

    People telling that Construct is for kids, why?

  • Remember that both the ball and the bricks have a friction and mass, you can raise the friction to the point where there is no bounce so there should be a middle ground. Try raising the friction to a higher amount for an easy fix.

    OR

    When the ball and the bricks collide try an event that says "If velocityX + velocityy is less than 40" then ball velocity X = ball velocity X / 2 (halved) and the same for Y in another event. That will severely drain the ball of it's velocity when you approach the settling that you are trying to get rid of. Raise the number higher than 2 if this isn't enough.

    I did something like this, and it is working, but there are some issues as well. For example, it can remove the bounciness completely. I resolved it, but bouncing stops after jump and not after moving (which I do by rotating the ball)