CharliePink's Forum Posts

  • > I searched every corner of the options there but I can't figure out what you mean

    I just checked and you are right, it's possible to enable/disable Steam input for external controllers, but not for the built-in controller.

    Our game uses "Gamepad with joystick trackpad" template. And like I said, all buttons work correctly - Left/Right trigger and shoulder buttons.

    We are using NWJS Linux64 export and the compatibility mode on Steam Deck is disabled.

    I bought your game just to check. I have a controller issue with only external controllers. On board controller works as expected unless you attach a Bluetooth controller it seems. I need to reboot the deck for them to work again. I’m not sure why steam OS does not play well with NW.js. Steam confirmed this somewhere but I didn’t hear any plans to resolve the issue. This is a let down. I hope either construct or steam can do something about this issue.

  • Im very curious as to what broke this. This was just working for me last month and now im having the same issue.

  • I was looking to see what I was doing wrong. There is mention in the documentation that mentions you can add multiple tags to audio. What am I doing wrong here? I cant find any examples of this.

    Tagged:

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  • You didn't pick a signpost so your events mean text will be spawned at every sign post in the level (unless tutorialsign and signpost are in a container) then when you step away destroy them all, this could be any number of objects. Then I notice your number of objects increasing just from walking to and from the sign post which raises another potential problem.

    You are awesome, Thanks for answering. This gives me something tangible to look for. Let me see what I can find based on what you seen.

  • Hey there,

    Im making a 2D Platformer and need some suggestions. I have items that are created and destroyed on any given level of my game. In this example I created a sign that tells the player how to jump and I have coins that the player collects. On collision with the coins I destroy them. As for the sign when the player is not overlapping the sign sprite I destroy the sign text and backdrop.

    Ive attached a video of whats happening. After a number of object are destroyed the game starts to stutter (Jank). Does anyone know what Im doing wrong here? Or maybe its just a limitation of the engine itself.

    NOTES:

    - Ive tested this on multiple systems (Windows, Mac OS) and multiple browsers (Chrome, Arc) Same result.

    - Stuttering is happening as soon as an object is destroyed. This usually starts after a number of objects have been destroyed. Things start smooth then go down hill.

    - The Engine/Other activity seems to stay elevated but only When something is destroyed. So in the video it has a lower percentage when nothing is going on but will jump to the last percentage it left off at as soon as the next object is destroyed.

    youtu.be/lfYfySNzk6s

  • Solved -

    Needed to add else "Set Not Spraying" after every spawn dust call. Not sure how efficient it is but it works.

  • --SOLVED--

    Hey there,

    The performance in my 2d platformer would start at 60FPS and gradually decline. The FPS declines and it starts to stutter. Long story short I found the particle below was causing the issue. This doesnt seem to always have been the case though. This issue seems to have recently started even those the code for that effect has been coded. Below is the dust particle and how it was programed. Anyone have any idea why this would tank performance? Or how to better optimize it maybe.

  • I reported this month ago, this has been the answer:

    https://github.com/Scirra/Construct-3-bugs/issues/5303

    you can still fold/unfold them by double clicking

    Thanks for the reply! In doing a little more digging I found this. This add on looks VERY nice and has the cascade carrots.

  • Hello there,

    Im hoping there is an easy solution to my problem. When in Dark mode my layer dropdown carrots dont display. Any idea why this might be happening?

    Light Mode

    Dark Mode

  • Why don't you just create it on the correct layer? It won't be a bug with Construct as you're implying, likely the events. Something will run in the wrong place or at the wrong time but we can't debug it from here.

    Thank you, I just found out how to properly do this. Its working flawless. I was calling "move to layer" action in the wrong place.

  • Hello there!

    Would someone be able to help me find out why the error below is happening.

    I have a simple save game system set up. If player hasn't died and I attempt to save the game it works fine. If player dies and has to be respawned. Trying to save after player respawn causes the game to freeze and throws this error. Let me know if any other information is needed.

    Update: It's the jumpThru tiles causing the issue. I found that deleting the tiles that had the jump thru behavior from the layout fixes the issues with save. Im pretty sure this is a bug so I will reach out to the construct team.

    Error

    Save Code

  • Hello there!

    I believe I may have found a Construct 3 bug.. Maybe (If so I will submit this as a bug)

    In my game I have a player character, multiple layouts and a good number of layers. I have one layer (playerLayer) that is named the same across all my layouts. The number of the layer is not the same but the name is consistent. playerLayer is NOT marked as "Global" because of my dynamic camera system. Setting the layer to global seems to cause major issues with it.

    If on start of layout I explicitly tell the game to set my character to "playerLayer" should it put my character on that layer regardless of its number on the various layouts? Example below. In this example its not placing my character on the layer that is named the same. when my character transitions it seems to be setting it on the first playerLayers number value. In this example it is layer 16. Let me know if you think it’s a bug.

    First layout

    character starts on layer 16 "playerLayer".

    The start of layout Code (All level layouts use the same even sheet)

    When moving to the Second Layout using "Go to layout".

    character being set to layer 16 "Zones". I would expect the character to be set to layer 13 "playerLayer" Since thats whats explicitly called out in code.

    Tagged:

  • > > On start of layout b, player move to suitable layer.

    > >

    > > Or put your player on a layer with the same name or index? Why do you not have a consistent layer for the player on each layout?

    >

    > Thanks so much for this. Just to make sure I understand, So if I have a layer named "main" for each layout that would work? Or would it be better to have the player layer have the same index?

    Both ways work, up to you what you find easier to do. If the layer has the same name on each layout and you include a event sheet with the events triggering "on start of layout > move player to layer (main)" . You can include your custom event sheet to event sheet by right clicking a layout event sheet and include,

    As he said above you can easily move one object from a layer to another on start of layout

    THank you all. Your answers were very helpful and actually helped me fix a few bugs I didnt even realize were dude to my layers being unorganized.

    Kind Regards

  • On start of layout b, player move to suitable layer.

    Or put your player on a layer with the same name or index? Why do you not have a consistent layer for the player on each layout?

    Thanks so much for this. Just to make sure I understand, So if I have a layer named "main" for each layout that would work? Or would it be better to have the player layer have the same index?

  • Im working on a MetroidVania type game. I want to separate the sections of the map into different layouts to keep performance decent. Naturally this means my character needs to move from one layout to another quite often. The layouts all have their own layer names.

    When using the "Go to layout" action how does construct determine what layer in the new layout is for the player if your layouts have different layer names? Sorry if this question is confusing in any way. Ill give you an example of whats happening with my project.

    My character starts on a layout A with multiple layers. When transitioning to layout B using the Move to layout action it seems to just randomly choose a layer to place the player sprite. This causes a few issues for me.

    This is the code that triggers the transition to the new layout.