citron2010's Forum Posts

  • 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!

  • I'm interest in this too (I'm just about to try the Blender MCP server out when I get a chance!).

    There was a good discussion recently here:

    construct.net/en/forum/construct-3/general-discussion-7/chatgpt-trouble-construct-184946

    I think the main problem is the lack of a large corpus of quality data upon which an LLM could be trained.

  • On the other hand, this lets you store entire JSON strings in variables without needing to escape every quotation mark.

    For example:

    Text variable myJSON = {"name":"John", "age":30, "car":0}

    Instead of:

    Text variable myJSON = "{"""name""":"""John", """age""":30, """car""":0}"

    Thought I'd try this. Figured out that you can use the first version when declaring a variable, but can't use it in expressions or when using System -> Set Value.

    So sure it's that useful? Doesn't appear to be a substitute for the JSON plugin.

  • Got this working - didn't need URLEncode.

  • I need to send a POST request to Twitch's /subscriptions endpoint (using Construct's AJAX plugin) because:

    IMPORTANT The EventSub WebSocket server supports only outgoing messages. If you send a message to the server, except for Pong messages, the server closes the connection.

    I just need to figure how how to format the data - I think I should be able to do that - especially now I know how to manipulate the templated JSON.

    EDIT - I think the flow is:

    1. Load the templated JSON from a project file
    2. Insert the session ID
    3. JSON.ToCompactString
    4. URLEncode
  • Thanks - I need to have play around with the JSON manipulation stuff.

    But the second part of the query was around how to get something like this example curl request working in the AJAX plugin.

    curl -X POST 'https://api.twitch.tv/helix/eventsub/subscriptions' \

    -H 'Authorization: Bearer 2gbdx6oar67tqtcmt49t3wpcgycthx' \

    -H 'Client-Id: wbmytr93xzw8zbg0p1izqyzzc5mbiz' \

    -H 'Content-Type: application/json' \

    -d '{

    "type": "channel.chat.message",

    "version": "1",

    "condition": {

    "broadcaster_user_id": "12826",

    "user_id": "141981764"

    },

    "transport": {

    "method": "webhook",

    "callback": "https://your-webhook-handling-server.com",

    "secret":"s3cre7"

    }

    }'

    Specifically the -d data part

  • Hi,

    I’m trying to build an app that subscribes to Twitch’s eventsub API:

    dev.twitch.tv/docs/eventsub/handling-websocket-events

    I’ve used the Websocket plugin to connect to:

    wss://eventsub.wss.twitch.tv/ws

    When I get a session_welcome message, I extract the session ID.

    What I then want to do is to use the AJAX plugin to send a request to subscribe to various events.

    (I know how to set headers for the AJAX request.)

    I have a template for this request saved as a JSON project file:

    { "type": "channel.chat.message", "version": "1", "condition": { "broadcaster_user_id": "xxxxxx" }, "transport": { "method": "websocket", "session_id": "YOUR_SESSION_ID" } }

    I can load this file using the AJAX plugin, but I’m struggling to:

    1. Once this file is loaded, how can I replace “YOUR_SESSION_ID” with the session ID returned when I connect to the WSS?
    2. Then how do I format this so that I can use it in the data parameter of the AJAX request?
  • Multiply those values by 100/255.

    I don't understand why though!!!

    😆

  • dop2000

    I have two objects for "global stuff" - a sprite (invisible, global) and JSON. The sprite is for variables I use often, and JSON for everything else.

    The sprite also has Tween, Timer, and LineOfSight behaviors, so I can run occasional timers/tweens or cast a ray when needed.

    Please could you expand upon this a little? What do you mean by "The sprite is for variables I use often" and how do you use the JSON?

    I understand adding Tween and Timer behaviours to some object as they can then be used anywhere else - I've always found it odd that Timers in particular had to be associated to an object and not just global.

  • Don't close the game window - when you click any of the Debug/Preview Layout/Project buttons in the editor, it'll just refresh the game using the same window.

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  • Just happened on a different PC. Both Windows 10 & latest Chrome 132.0.6834.160

  • I had the exact same the other day.

  • Subject says it all - for no reason, the editor stops accepting keyboard input. Happened 4 times in the last 48 hours or so since I started using 424. Never happened before in previous versions. Only fix is to save and restart.

  • Yes - exactly as fedca explained! I was in a hurry - I'd spent some time preparing my sprite sheets and just wanted to import them.

    fedca's suggestion would work - or alternatively, disable the "import frames" button if there's nothing selected.