COGames's Forum Posts

  • Nevermind, turns out I had it set to preload all audio sounds (and I have a lot). Turned that off and now it's speedy quick

  • I have two games which load to the same start up screen. One game has less layouts and less assets, while the other has many. The larger game takes a very long time to load comparted to the first, even though the first layout is exactly the same.

    I thought the layouts only load assets when used, so why is the larger game taking so much longer to load?

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  • Walking it back:

    R255 - minifies.

    R256 - minifies.

    R257 - minifies.

    R257.2 - Did not minify.

    R257.3 - Did not minify.

    R258 - minifies.

    If the minifier wasn't changed for a few years, then this is very strange.

  • After updating to R257.3 (due to Chrome update), upon exporting to HTML5 Website, I get a message that it was unable to run the script minifier and needs Java 8+ installed (which I already had, but reinstalled anyway making sure to install 64bit as the message instructed). After shutting down, rebooting, and exporting, I still get the message that it didn't minify.

    Any ideas?

  • Same problem here and then found that Chrome did an update affecting sound. I just uploaded the latest beta version of C2 and it works now. Keep in mind that Chrome now requires the user to touch the screen before sound is played

  • I'm looking to make a flash card app, where I keep the sprites (objects) in an array and get them when the cards are cycled through, but I can't see how to do this (since you have to select the object in C2). Is there a way to do this using an array?

  • How do you know you need that? Have you trie changing it to textarea intstead of text. That will let it be multiline

    Thanks! I didn't even realize you can change the type.

  • I know I need CSS, but I'm at a loss.

  • You can use newline as the separator.

    Thanks! It works

  • This is easy if you replace the CRs with commas or another separator, for the tokenat to work. Lets say your imported data is in a string variable "InputString". First you have to replace the CR values with commas and load that into a second variable "CSVstring".

    Use the System replace like this:

    CSVstring = replace(InputString, newline, ",")[/code:1ga6e982]
    
    Then you can parse through CSVstring using tokenat and "," as the separator.
    

    That's what I was trying to avoid. But thanks anyway

  • I'm trying to parse a file list such as:

    apple

    pear

    banana

    I know this would be easy to do with a comma, but this is how all the files I'm using are constructed (and there's over 50 files).

    I tried using the hex codes for CR & LF (0D 0A 2 times) but I got an error: tokenat(file,n,0D0A0D0A)

    tokenat(src, index, separator)

    Return the Nth token from src, splitting the string by separator. For example, tokenat("apples|oranges|bananas", 1, "|") returns oranges.

  • > I want to write and read array to/from localstorage?

    > how to do this?

    >

    To save it just set "LocalStorage -> Set key [key] to [Array.AsJSON]

    to load it fetch the key and set load the array like

    On LocalStorage Item get => Array => Load From JSON [LocalStorage.ItemValue]

    Regards

    Andy

    Hey - thanks for this!!! You just saved me a day of work

  • I'm so confused on sizes of objects. For example, if I make a button, just a box (sprite), and then change it to be a png button, the size of the image I used is limited to the original size of the box sprite that I had. Is there a way to not have this? I've been getting around this by setting the size of the object on start of layout, but I'd love to know what I'm doing wrong.

  • COGames

    Have you tried this? It works for me.

    Yes, and it worked sometimes but not every time (that I could tell).

    I ended up saving the scene when specific objects are dropped and that fixed the save/load problem, and it works fine now.

  • I'm saving a scene in memory every time the user moves an object, by using "on touch end" then save scene. I don't want to do this when one object is touched - is there a way to exclude this object from the "any touch end"? I did try add the condition that the object is "not in touch or touching" but it seems that doesn't work every time.