cesisco's Forum Posts

  • I haven't tried it yet, but you could check if it's running on iOS (with the PlatformInfo plugin). If it is, then run a function when you create the text to set the y position to Self.Y - (the value you need) and set the height to Self.Height + (the value you need), so the text isn't cut off.

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  • Hi, because on event 3 “isSelected” is false so it sets to true ( now it’s true), then when it runs event 4 it’s already true because it was set on event 3 to true, so it sets to false again so it disables the effect again.

    You should do something like this instead:

    EDIT: You can use an “Else” on event 4 instead

  • I did some Googling, and it looks like it's not easy to achieve this with just CSS

  • Hi. Maybe something like this:

    	#wordcombooptionslist {
     border: none;
     font-size: 40px;
     background-color: transparent;
     word-wrap: break-word;
    }
    
    #wordcombooptionslist:focus {
     background-color: /* background color */;
    }
    
    #wordcombooptionslist option:hover {
     background-color: /* hover background color */;
    }
    
  • cesisco

    Again thanks for the help.

    Been a great help for me and for my project/game, really just couldn't see a way though it.

    No problem. Keep on going and keep in mind that the primary role of a dev is solving problems and searching the web for solutions. If you are building something without facing any problems, it may be because you are working on something that isn't worth building.

  • cesisco

    Just hitting my head towards a new wall, the puzzle game is on an other layer with, parallax and scale rate set to 0. So a UI follows the player but the problem is when I'm showing it in the game the mouse and all the controls are totally off... I now the thing with the mouse absolute and all that with different layers according to parallax, is there a fix?? :(

    Hi, without more information, it's hard to tell what's going on, but keep in mind that the Tile Movement behavior uses Grid offset X and Y settings, so take a look and check if it's related to that.

  • Probably, you can store a bunch of 'initial' states that you consider possible to solve in an array, or you can procedurally generate the initial state before the game begins. This can be done by starting from the 'solved' state and then making a certain number of random possible moves until it's shuffled. The more moves you make, the more difficult the puzzle will be.

    EDIT:I guess R0J0hound already mentioned this faster than I did :)

  • Hi, you can achieve this in a more dynamic way, such as storing pieces position in an array and track that, or checking their positions in relation to others. However, you can always hard code it like this:

    Assign an instance variable called 'id' to the pieces (ranging from 1 to 8 in order) and check the X position of the last piece (with id 8).

  • If I understood correctly, something like this will do (probably there's a simpler way)

    + Button: On clicked

    | Local boolean emptyFound‎ = false

    | Local number targetColumn‎ = 2

    ----+ Array: For each XY element

    ----+ Array: Current value = ""

    ----+ System: Array.CurX = targetColumn

    --------+ System: [X] Is emptyFound

    ---------> Functions: Call DoSomething (xIndex: Array.CurX , yIndex: Array.CurY)

    ---------> System: Set emptyFound to True

    * On function 'DoSomething'

    * Parameter 'xIndex' (Number)

    * Parameter 'yIndex' (Number)

    -> Text: Set text to xIndex & "," & yIndex

  • This template has been removed from the asset store. If you are interested in using OpenAI in your Construct 3 projects, please consider using the OpenAI Plugin Suite instead.

    https://www.construct.net/en/game-assets/addons/openai-plugin-suite-3317

  • Release 1.0.0.3

    is live, I've added:

    • Ability to stream responses on the OpenAI_Chat plugin only, for regular and proxy requests.
    • New condition called 'On stream end' that is triggered when the OpenAI streamed response is complete.
    • New Chat_Example_Extended_Download, which is an extended version of Chat with the ability to download the chat as a .txt file.
    • New Chat_Example_Stream, which provides an example of how to use the new 'stream' feature.
    • New PHP file to be used with the latest version of the OpenAI_Chat_V1014 plugin to ensure compatibility with the 'stream' feature.
  • Release 1.0.0.2

    I've just added Dall-E plugin to use Generations, Edits and Variations endpoints and an example to use them.

  • Hi guys, this weekend only, you can grab the OpenAI Plugin Suite with 40% off.

  • UPDATE 1.0.0.1

    NOW YOU CAN HIDE YOUR API KEY WITH THE NEW ACTION, "MAKE PROXY REQUEST”

    -This update includes a new action, "Make Proxy Request," for all plugins.

    -With this action, you can make an OpenAI API call without revealing your secret API key by using a proxy site to make the call on behalf of the client.

    -Instructions for setting this up are available in the plugin documentation.

    If you have any questions or need help setting this up, please feel free to ask here.

  • Thanks guys for the kind words.

    Thanks for the suggestion faber80, I’ll take a look at that.

    For the first update I’ll address the API key security by adding the action “MakeProxyRequest”, so users can enter a custom proxy URL , so it makes the request at a proxy server that retrieves the secret API key from a location outside the root, makes the OpenAI API call on the client's behalf, and finally sends back the response to C3 app.I’ll include a php example to help on this.