citron2010's Forum Posts

  • Don't see why the physics behaviour couldn't be used for this - but you would need to experiment with the gravity and falling objects' elasticity and possibly their density, friction, & linear/angular damping.

  • You can't do this using "On key pressed" but you can using "Is key down".

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  • See the "Using BBCode" section in the manual:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/text

    There's also a linked example project.

  • pick all fam_paws appears to be redundant. I guess you've tried without that?

  • This has been discussed before - hope it helps:

    construct.net/en/forum/construct-3/how-do-i-8/force-mobileiap-landscape-mode-182185

  • When your project starts, hiscore is zero and you overwrite what's in local storage with that before you've tried loading the value that was previously stored.

    Notice in the YouTube video that the condition for event 2 is "Score > BestScore" whereas yours is "On start of layout"

  • Your project has some important differences from that YouTube one. I've explained above your problem as best I can but without understanding what you're trying to achieve having two layouts using the same event sheet, I can't really help any more.

  • Event 6 overwrites the value in local storage with bestscore (which is zero) before it's had chance to load the stored value back from local storage. You can track the values of your variables AND what's in local storage using the debugger.

    Perhaps you don't want to be using the same event sheet for both layouts?

  • NWjs is getting deprecated. Any ideas how to achieve this with the windows webview2 exporter?

    A potential approach discussed here: construct.net/en/forum/construct-3/how-do-i-8/export-transparent-window-185391

  • How safe is this method?

    I found an export bug that I figured out first appeared in v425 beta. I’ve reported it, but not sure when/if it’ll be fixed.

    Fortunately, I don’t use betas, so I have a good project from just a few days ago made in 424.2.

    Since then, I’ve made quite a few changes but have saved the project file as a new version 11 times.

    I’ve used the above method using my very latest save (using 432.2) by changing savedWithRelease from 43202 to 42402

    Everything, including the export, appears to work when using the v424.2 editor but I’m afraid something might break further down the line!

    If there is any risk with this method, then instead, I’ll need to run a diff on those 11 versions and manually make the changes – not out of the question, but still several hours’ work.

    Either way, I’ll then stick with 424.2 at least until either the bug's fixed or I’ve published a new version of my game.

  • Found the issue - I have a drawing canvas I clear then draw to every tick. When I remove that, all is good. I'll file an issue.

    EDIT - done: github.com/Scirra/Construct-bugs/issues/8519

  • I don't usually keep my exported Xcode projects, but I do use Google Drive to transfer them from my laptop to my Mac to build.

    I found an exported zipped Xcode project from January in the trash and restored it. Unzipped it, built in in Xcode and installed it - no jittering.

    So I opened the same project in Construct, exported it again as an Xcode project, built it and now the jittering returned.

    In summary, a project exported and built in January doesn't jitter but the same project exported and built today does.

    So it seems like some change in Construct's exporter has done this.

    I'll some more troubleshooting later - like run a diff on the Xcode projects' folders and also try to create a minimal project.

    (Note this only happens on an iPad running an exported Xcode project. The same project runs fine on an iPhone and fine on both if using remote preview).

  • I've spent some time troubleshooting this and figured it's nothing to do with the time scale.

    So I started going back over old versions - building them for Xcode and installing.

    Every build showed the jittering.

    So I downloaded my last released version from the App Store - no jittering.

    Then I exported that version's .c3p to Xcode and see the jittering again.

    So I think there's something changed in either Xcode or in Construct's build pipeline.

    But it doesn't happen on my iPhone!!!

    I don't want to share my entire project, but could try making a minimal one.

  • Hi,

    In my physics-based hybrid pinball/basketball game, I implemented “myTimeScale” – a global that I used to define the game speed by setting the project’s time scale to it. I then multiplied various timers in the game by it to compensate. To pause, I set the project’s time scale to zero, then explicitly set the time scale of various objects that I needed to be active during pause (such as UI buttons) to 1.0.

    I then decided to simplify things by switching things around. I realised that out of many objects in the game, I only needed to change the timescale of the ball and flippers, so created a family for these and set its time to “myTimeScale”. I then scrapped compensating the timers and setting various objects’ time scales to 1.0 on pause.

    This works perfectly except that when I build for iOS using Xcode, there’s noticeable jitter of the ball when it causes the screen to scroll upwards (I have an invisible sprite attached several pixels below the ball with the follow behaviour).

    When I run the game using remote preview, the jittering doesn’t occur. This is happening on a gen 10 iPad.

    Can anyone think of a reason why this might be happening?

    If not, it looks like I’ll have to revert to the original method.

    Thanks!

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