citron2010's Forum Posts

  • You can diff the JSON files for the event sheets. I realize it might not be too easy to read but it will show things like where additions, changes and removals have been made.

    winmerge.org is perfect for this - works with entire directories. Windows only though.

  • bwnate - thanks for all this!

    My game's just been approved for release (just a bit nervous about hitting the "Publish" button!

    1. I might switch to that to get the Steam overlay working!
    2. I've implemented using either the F key or the Select/Menu gamepad button to toggle full screen*
    3. The official plugin has this too.
    4. I might add a "quit game" button and hide it on mobile but adding buttons to my existing UI isn't that straightforward - a) I'd need to make room somewhere to display it, and b) I need to update the gamepad menu navigation code.
    5. The problem I have is that the gamepads I have are PS1 clones with Back/View and Start/Menu buttons - but they don't have the XBox or Playstation buttons which I understand launch the Steam overlay (in the same way that the Steam button does on the Steam deck). In C3 - Gamepad - On Button Pressed, there's no entry for this button - do you (or anyone else) happen to know what button index it is? (I know Back/View is 8 and Start/Menu is 9). My initial submission failed due to lack of full gamepad support, so I just changed it to "no support" to get the game passed, but I'd really like to get it all working properly. I also know I'm supposed to show gamepad glyphs in the UI, handle gamepad connection/disconnection & pause the game when the overlay is displayed - but one step at a time I guess!
    6. Any updates on this?
  • This error keeps popping up more and more frequently for people - including myself. One thing I've noticed is that it happens more often when double-clicking the .c3p file in Windows Explorer. Instead, try launching C3, then using its Open - File menu.

  • I've just implemented an obvious workaround - if the game over screen's visible on resume, I just simulate the user clicking the arrow button which restarts the whole layout and clears the graphical glitch. Impact to the UX is minimal.

  • Deconstructing the project's going be too much work for the moment, so I tried a different approach.

    On resume, I loop through all the layers to check whether they're visible and if so, write that state to an array, make the layer invisible, then on the next tick, loop through the array and make any layers that were visible on resume visible again.

    This fixed issues 1 & 2 above, but I'm still getting this issue:

    If I flip the image vertically and squeeze it, it's clear that it's the first row from one of my sprite fonts:

    This is the sprite font in question:

    Anyone any ideas why this might be happening? (It's on resume on iOS after the game's been in the background for a while and always at the same "game over" stage of my game)? Any workarounds?

  • I’ve only disabled collisions between specific objects in event sheets but just checked the scripting reference for physics and see the equivalent: setCollisionsEnabled

    Failing that, any reason you can’t use event sheet actions to disable them?

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  • i-Life Games is the name of your game, right?

    Click on the error and it should open the pods-debug.xconfig file

    Ignore the "// DO NOT MODIFY -- auto-generated by Apache Cordova" warning

    Remove the "#include "Pods/Target Support Files/Pods-i-Life/Pods-i-Life Games.debug.xcconfig" entry.

    Now try to build the project again.

    This happens to me when I export from C3 as an Xcode project but not if I export as a Cordova project and build the Xcode project myself using "cordova prepare" as per:

    construct.net/en/tutorials/building-mobile-apps-locally-21

    I do this for production so I can insert this plugin which hides iOS's home indicator bar:

    github.com/chipbell4/cordova-plugin-hide-home-indicator

    But for testing, to save a few clicks, it's easier for me to export as Xcode and delete that line from the pods-debug.xconfig file.

  • Just wanted to say that Show more information for -> Layers & Layouts is a godsend.

  • Keyboard - on any key pressed:

    Spritefont - append text - Keyboard.TypedKey

    Not ideal as:

    • You'd need someway to detect whether the SpriteFont should be accepting keyboard input or not (i.e. equivalent of a text entry box having focus)
    • Someway to handle cursor movement, delete, backspace, tab etc.
    • Word wrapping/resizing to fit
  • Pretty sure you can do this using Autohotkey - I use it to map a key to simulate a mouse click on C3's debugger's pause/play button.

  • Just an update on this in case anyone else runs into the same problem:

    I'm sure purchasing an IAP (from within the Android) app using a promo code DOESN'T trigger "on product owned" (like it does when using a card) but it does trigger "on purchase success". Neither trigger sets "has product" = TRUE though.

    Using the promo code in the Google Play Store app (or Apple App Store) works fine.

    As a workaround, I've swapped "on product owned" out for "on purchase success" and am now using that to determine whether the user has just bought the IAP or not.

    If the user already has the product (i.e. if they've redeemed a promo code in the Store or have previously bought it and have reinstalled) it looks like "has product" = TRUE only if "complete product registration" has successfully completed (Android), and for iOS, "restore product" has also been called. (Not totally related to this issue, but I've used the above info to change my app to automatically restore purchases for both Android and iOS.)

    Of course, testing this has been a pain - partly because the app (and each build for Android) needs to have been approved by Apple/Google before IAPs can be tested completely, but mostly because, once a user has the IAP, they can't test purchasing the IAP again. I now have 14 Google accounts!!!

  • I'm interested in doing this too but don't have much time at the moment to investigate, but I did find this thread:

    construct.net/en/forum/construct-3/how-do-i-8/save-image-chosen-user-file-174429

    In that example, the image is coming from a snapshot of a Drawing Canvas, but it shouldn't be too hard to swap that out for a file coming from the file chooser.

  • I see this error occasionally when double-clicking a c3p file, but it usually works second time around. It feels like C3 hasn't loaded completely so errors trying to load the project. Try opening C3 first, then use the "Open" button.

  • I'm not sure what you uploaded to itch.io, but it wouldn't be a .c3p file.

  • i will testing using all mobileIAP plugin method see which work, i already tried using has product in on start layout event but not working, maybe i will put it on every x second event

    Make sure you've registered the product first - from the manual:

    When making IAP events, the first thing you need to do is to complete the plugin's registration stage. You won't be able to make any purchases or check if a user owns a product until this is done.