Danwood's Forum Posts

  • UPDATE - Found a way to reimplement the previous effets without porting the old addon.

    So, I got a recently converted project (C2->C3), it's a big game, so the challanges i'm facing are many. There is one issue that really makes me want to revert back to C2 (i don't actually want to, but well..): it's GameWraps's Normal Mapping effect. I know there are several for C3, but nothing works as smooth as that one for my project, i tried them all and tweaked as best as possible to reach the same result, without success.

    My last resort: if someone manages to convert it to the C3 runtime (and indeed it works as it did in C2), I'm offering to pay the aforementioned sum, in euro. I don't even know if it is possible, I tried and failed, but I'm no expert. I'm basically stuck, so any help is hugely appreciated!

    I'm developing a game called DinoSystem.

  • Example: i have a fuction making the player jumping. In another event group concerning screen effects, the same function enabled an effect. I know i could simply unifty both actions when the function is called, but for organization sake i prefer doing that (and it was possible with the function system in C2).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • With the old C2 functions, i was able to run the same function in multiple events, groups or sheets. It's not the case with the new built-in ones. If i run "On fuction dodisplz", i can't put another in a different part of my project. Is there a way to do that? possibly in an efficient fashion (using a trigger) and not involving an additional different fuction?

  • Yes, it is. It's meant to work as if the object is emitting the sound, so if the object is destroyed, it stops emitting the sound.

    It doesn't happen, the sound continues even after the object destruction

  • As title

  • > PS: i found out that Play audio by name doesn't work if it is inside a sub-folder

    I'd guess that's the new folder export file structure mode - either use the subfolder path in the string or set it back to flat mode in Project Properties.

    Works setting flat mode!

  • If you can, I would suggest just directly loading it in the latest version.

    If the project uses things like third-party addons only available for the C2 runtime, then you may need to load in the last version supporting the C2 runtime to remove those things, save, and then reopen in the latest version.

    Thank you Ashley, it worked. Since it's a huge project (the older version is on Steam, DinoSystem) there are still many little issues that need to be addressed, but will gradually do it.

    PS: i found out that Play audio by name doesn't work if it is inside a sub-folder, will test again and file a report.

  • Yes I would advise the same, make your own custom buttons.

    I'll do it, will take a while though. Thank you!

  • Not enough info, what do you mean?

    When using OR BLOCK, i can't use function as condition, is it still possible with the new function?

  • Well you answered your own question. The sprite should be fine though, what problem are you having? There is a mouse cursor is over object condition.

    I means a sprite "over" the button istance. Which doesnt work, the mouse doesnt detect as hovering it if it overlaps the button/form control.

    The only solution i can see is removing the form controls and using custom buttons, but it would require a huge work as the project is big.

  • As title...

  • I know form controls are no longer supposed to check external imput aside "on click", but my project would greatly benefict from a way to test is the cursor is over them. Is there way way to do so? I've also tried to create a sprite, but still no results..

  • As title, when right click on a button it shows the web context menu, or when middle clicking shows the scrolling icon, is there a way to disable it?

    In C2 i used to disable them with js code, but the same doesn't work in C3

  • When porting a huge project from C2 to C3, is it better to first load it to the last C3 version supporting the C2 runtime and then the latest C3, or directly to the latter?

  • Basically, after a very long time running the game (or just high timescale) the Water Background effect starts to progressively glitch.

    How to reproduce:

    - Create a project with a simple coloured sprite

    - Apply the effect Water or Water Background to the layer or sprite (its the same)

    - Use a key to set timescale 1, and another one for timescale 50.000

    - Run the game, set to 50.000 timescale for a few seconds, and go back to 1.

    You'll see that the effect becomes more and more glitched.

    *The issue happens also with lower timescales, even 1x after very LOOONG time.

    *The issue happens also if you disable the effect during said ingame time and enable it at the end, or if you spawn a new instance with the effect and delete the old one.

    *It also happens for Water effect (and possibly other effects).

    *It also happens on C2.

    *I'm on Win11 and using NW.js latest version.

    I'm basically desperate, as i dont want to give up the effect because of this problem, will also report the bug on Github. I'd love to have a solution also for my C2 project, because i can't migrate to C3.