AnD4D's Forum Posts

  • just activate the webhook from the server settings and send the data you want.

    https://discord.com/developers/docs/resources/webhook

    an example from my code

    https://oyunkulturu.com/temp/webhook.webm

    Thanks Eren but that doesn't look like it's being controlled through Construct. I'm not remotely great at coding.

    Looking at DrMeepso 's video, I see he has "Discord.js" as a separate file in his C3 project, and can post messages via a textbox. I want to be able to do the same, as well as allow my bot to change people's roles.

  • DrMeepso This is awesome. No idea why nobody else commented on this. Do you have time to share a little bit on how you did this? I'm currently researching the same thing.

  • The system unload action are for memory management and clearing textures that are not currently in use from vram. As started in the manual, this can only be done of there are no instances of the object remaining on the screen and on the tick after the last instance had been destroyed.

    If the object is recreated after being destroyed and unloaded, it will load up the whatever object textures it had before from memory (not vram), including animation frames that were loaded from url before.

    The way to clear the frames, as I mentioned before, is to use the load image from url again, loading an empty image, to overwrite and replace whatever you had previously loaded.

    What is a guess is what you have already set up, which is unclear to me, so sorry if I misunderstood your question, which I understood to be "How do I clear the frames loaded with a URL?"

    Here's an example dropbox.com/s/j2nm4ocxe0w1163/memorymanagementexample.c3p

    Thanks for that, but it doesn't help my situation. What you have there is it loading one image if you press one button, and it loading another image if you press another button. It doesn't matter that the button is labelled "clear", it's still loading another sprite.

    In my game, if someone called Bob plays, it will download bob.png from my server. If someone called Mary plays, it will try to download mary.png from the server. However, there is no mary.png, so I want it to instead load the default object sprite. For some reason, Construct doesn't allow this... So if bob.png has already been assigned to frame 0, anyone who plays afterwards on frame 0 will load up bob.png.

    When you said "a blank one" I thought you meant a blank URL, not a blank sprite image. However, if I load a blank sprite, it will be blank, and will not revert back to the animation already loaded to the sprite.

    For now, I can get around this by having the default sprite in my files list, and having construct load that BEFORE trying to download it from the server.

    This feels like an unnecessary step, and so I will put this forward as a feature request.

  • Overwrite it with another load sprite from url action. Can be an updated sprite, or a blank one.

    Sorry, but was that a guess? It didn't work at all...

    The way I have it already set up, it will reach to my server and try to download an image based on the player's name. There's no way to determine whether or not there's the correct image there.

    Once you've downloaded an image to a sprite, failing to load another image to it doesn't solve the problem. I can only imagine this is a bug with Construct, seeing as unload appears to overlook downloaded images via URL.

  • I have a game which downloads images from a URL. As multiple sprites appear on screen at once, they can each download their own personal image. However, it will not do this for all players.

    This was achieved by having the sprite have 100 empty frames. When there are no sprites on screen or the frame hits 100, the frame number is reset to 0. What I've noticed is that when a player without a personal URL plays the game, if the frame has already been used, it will display the previously downloaded image, and there is no way to remove it.

    I have tried using the unload images action, as well as reloading the layout.

    How do I clear the frames loaded with a URL?

  • Export a new version, delete everything in the old folder, then upload the new version to that old folder.

    Now if you empty your browser cache and go to play it, it should all be normal. Unfortunately everybody else who has visited the site recently may continue to experience the same issue until they delete their browser cache or until it just goes away on its own ( after a few days browser may stop showing cached images and show the updated version, this would depend on various settings I guess that you have no control over )

    Sadly, that's exactly what I've been doing, and what I always do when I upload a new version. I don't just overwrite in case there are images or sounds that are no longer used.

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  • If it doesn't happen every time then its the server side.

    Does your site use some sort of cdn?

    My Webhosts tell me they do not use cdn... although I'm not entirely sure they know what I'm talking about :D

    Also, once it's happened, no matter how many times I refresh and clear the cache, it will always display the errors.

    They seem to think I made OBS Studio... no matter how many times I correct them.

    sigh...

  • Uploading it in a new folder seemed to have worked... but the original folder I have it in is pretty important.

    Does anyone know of a permanent way of fixing it and allowing me to use the old folders?

  • I have a project that's exported as html uploaded to my website. When one tries to access it, it is meant to come up with:

    However, lately, more and more I'm seeing:

    It's as though it's shuffling random images, and grabbing the wrong ones.

    The thing is, I can't figure out whether or not it's Construct that's causing the issue, the webhost that's allowing people to download the wrong things, or even the browsing software that's causing the issue.

    I'm at a loss as to what may be causing this. I haven't updated Construct in quite some time (learned to only stick to stables), so I doubt it's that... however I have seen this error appear from time to time in the last couple of months... so it could be.

    I'm not minifying it, but I do select deduplicate and recompress images, as I can't imagine they're breaking things...

    Tagged:

  • According to this:

    https://developer.mozilla.org/en-US/docs/Glossary/Origin

    Two pages share the same local storage if their origin is the same.

    So while beta.myawesomegame.com and stable.myawesomegame.com don't work since they are considered different origins, you should be able to do myawesomegame.com and myawesomegame.com/beta or something like that and it should work.

    Interesting, I'll give it a go :)

  • Since it's something that happens rarely, you could let the player download a file on their computer with the data you need and then give the option to load it with the new game.

    It could be a JSON from an Array for example.

    Unfortunately, for me, it's not something that happens rarely. I want to run a beta and a stable version.

    Being forced to have unique data for each version is more than disappointing, in my opinion.

    R0J0hound - I am currently doing it via a website in the form of:

    beta.myawesomegame.com and stable.myawesomegame.com and it's not working, sadly :(

    I also tried doing it manually, with At Start of Layout - localStorage.setItem('key1', 1337);

    And this did nothing either. I can still see my original localstorage.

    Shame. This seems to be a pretty significant restriction on something I feel people should have access to.

  • I would like to save locally using LocalStorage, but be able to have a second project access it.

    Similar to how your experiences are transferred from games like TellTales The Walking Dead 1 & 2.

    Atm, I cannot choose where the save the localstorage, let alone share it between projects.

    I can upload the saves to a server, and download it... but that can quickly fill up a database, and I'd rather not do that.

    LocalStorage will suffice.

    Any tips?

  • > I have added the issue, as requested, here:

    >

    > github.com/Scirra/Construct-3-bugs/issues/4672

    >

    > But I think it's OBS that's outdated, not Construct. But it's not just OBS Project. It's also Streamlabs OBS.

    Try to turn off worker mode instead of changing script type.

    I've tried that, and the code is now running quite slow on certain computers, which is something I've not seen before.

    If I run it with Worker ON and Classic Script, I get no slowdown.

  • I have added the issue, as requested, here:

    github.com/Scirra/Construct-3-bugs/issues/4672

    But I think it's OBS that's outdated, not Construct. But it's not just OBS Project. It's also Streamlabs OBS.

  • Yes, that's the one :) OBS is a screen streaming/recording software.

    I export my project as HTML, then host it online and have it display as a browser source within OBS.

    The loading bar will appear, but it will hit 100% then freeze.

    I don't use any Construct Addons.

    Looks like OBS simply don't support it.