AnD4D's Forum Posts

  • dop2000 suggested I try changing the way fullscreen was being called... and holy hell... that seems to have fixed it.

    Hopefully this thread helps others if they run into the same issue!

    What do you mean "Changing the way fullscreen was being called"? I'd love to try that out, but I'm not sure what it means.

  • I used to play my game on the Steam Deck without any issues at all. Then, one day, it suddenly stopped working. I didn't change anything apart from upgrading to a new stable build.

    That was approximately 6 weeks ago. Never been able to get it working again since.

  • For example, if I'm looking for the Steam plugin, so I type in the word "Steam".

    I get this:

    That doesn't help me. I seem to remember it has the word green in it, so I type that in and get:

    This is even further away from what I want. So I do a google search and it shows me Greenworks. I type that in, and finally I get:

    If I have to use an external system to search your website, it's a pretty good sign that there's something wrong.

    Any chance this can be improved? Needing to know what you're specifically looking for just to find something isn't very useful.

    Also, note that when I do a search for "Greenworks" Greenworks_Redraw doesn't even appear. That is some VERY specific requirements in the search engine.

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  • I'm also looking for info about this.

    My game has multiplayer, and it grabs the user's Steam name. No idea how I'm meant to do this with Epic or GOG.

  • I know I can do it by keeping track of who joins and who leaves, but is there a particular reason I can't just grab this data from the multiplayer object?

    If I look at the multiplayer object in debug at runtime, I can see a list of the connected players... so why can't I access this data from there?

    Tagged:

  • Might be able to help if I could see the code.

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  • This should be pretty simple, but I'm struggling somewhat.

    Say I have audio of a crowd, which I have split up into 5 different audio tracks.

    This is so the game will randomize which parts of the crowd to play, so it doesn't simply sound like it's on loop.

    So I have Crowd01 with a "Crowd" tag play at -100 vol, then fade in to 0 vol over 1 second.

    I then have another event that checks the current position of the track, and when it detects that it's 5 seconds away from the end, it will fade out over 5 seconds.

    This all works fine.

    The problem codes when I want it to then play another Crowd tag, and have that fade in while the other tag fades out.

    When the process loops, and Crowd02 starts playing, and the code tells it to fade in, Construct tells both Crowd01 and Crowd02 to fade in, which overwrites the initial fade out.

    The only way I can think to remedy this is to have each audio track have a unique tag, which increases, so I don't repeat the issue.

    But this seems incredibly stupid. Why don't we have a fade in/out option when initially playing the track?

    Am I missing something simple?

    How would you fade out audio?

  • That's weird... it's just on onedrive...

  • I've always struggled with Parsing JSON.

    Can anyone teach me how to use it properly? I've needed to brute force it when I've used it in the past, but it seems unnessarily complicated.

    I have included a file which I'm trying to teach myself with:

    https://1drv.ms/u/s!AlZkRk7KfdFFjYg8ikDp9N57jk-b5g?e=pzELE3

    I've been trying to get my head around it on and off for the past couple of years... and I truly hate it.

    No idea why it's designed the way it is. I've tried looking at the example about books, and that doesn't help in the slightest.

  • No. Only if you choose to disconnect from the room or server.

  • Can anyone tell me roughly how large a save state in Construct 3 should be?

    My game is pretty small, but when I save the main menu, the F12 console shows:

    Saved state to storage (753368 chars)

    and when I save the main game, it says:

    Saved state to storage (1723333 chars)

    Is that far too much?

    I only started looking into it, as I'm getting moments where the game appears to fail to load, but still loads. So that game is loading the save file, but not triggering any of the actions associated with "Load Complete".

    No idea if this is a glitch, or something I've done wrong.

    Edit - Interestingly, I have to set up an event that reads on "Load Failed" do the actions, and it works, albeit in a weird glitchy way.

    Yeah, my vote is for bug.

  • One more possibility to consider: does your tilemap exist on the layout in the layout editor? If it doesn't, the texture needs to be loaded into memory on creation, which may result in a visible delay.

    Why are you using a tilemap to black out/fade in instead of a layer background, sprite, or tiled background object?

    Having it on the layout seems to have fixed the issue... I hope.

    My mistake, I actually meant tiled background. It's a solid black.

  • This isn't a problem when I create a sprite at the start of a layout, so why is it a problem if I create it on load?

    I'd have thought the two would be relatively similar. My use case is a prime example of how one works and the other doesn't.

    There should be a single frame pause before everything is rendered.

  • oosyrag But I want it to save the game at the end of each turn. If I create the tilemap when I save, I'll instead have a black tilemap appear constantly.