dop2000's Forum Posts

  • There should be Project tab on the right, where you can browse the entire project and access all layouts, event sheets, objects, files etc.

  • I suggest creating a hierarchy with a sprite being parent object, and the text being child object. Then when the parent sprite is resized, the text will be resized as well.

  • Does your recommendation hold if each skill has multiple keys associated with it? Base damage, energy cost, etc.?

    Of course. Each skill is still an object which can contain multiple keys or even nested objects and arrays.

    For example:

    {

    "Skills": { "Punch": {"baseDamage":1, "maxDamage":3, "cost": {"mana": 0, "energy": 5}}, "Kick": {....}

    Arrays in JSON may be useful when you need to store lots of similar values. For example an array of coordinates:

    "PatrolPath": [{"x":1, "y":1}, {"x":2, "y":2}, {"x":4, "y":2}, ....]

    So if I parse Ajax.LastData, it remains parsed?

    Yes, once you load data into a JSON object, it stays there of course. And later you can change it, add new keys, delete keys etc.

  • If your game is grid-based, check out the EasyStarJS addon. It's pathfinding for tilemaps. It has lots of features, you can set different costs for different tiles and it can return the total path cost.

  • Perhaps you are missing "Wait for previous action" after AJAX request in event #3.

    If this doesn't help, enable DevTools when exporting, and then check for any errors in console log in the running app.

  • 1. What you want will not work with an array, because you'll have to iterate it every time you need to get Punch or Kick values.

    I suggest you get rid of the array and change your JSON to this:

    {

    "Skills": { "Punch": {"baseDamage":1 }, "Kick": {"baseDamage":2 } }

    }

    This will allow you to access values by direct path like "Skills.Punch.baseDamage"

    2. I have lots of separate JSON objects in my project and load data into them at the beginning of the game with multiple AJAX requests.

    3. There are no built-in ways to sync data between different JSON objects, you will have to do this with code. For example, instead of directly changing damage value in JSON1, make a function "UpdateDamage", which will change it in both JSON1 and JSON2.

  • jobel

    Yes, try "Browser request fullscreen" in the first layout.

    You can install and test Linux games on the Deck without uploading them to Steam. There are several methods. I switch the Deck to desktop mode, transfer the files using Winpinator app, then right-click the executable and select "Add to Steam". It then appears in my Steam library.

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  • See my previous comment - Physics is not compatible with other behaviors! Especially if you are using joints.

  • Do Greenworks and Greengrinds use the same official plugin?

    As I understand from Mikal's comments, the addon is based on the same abandoned Greenworks JS library as the official Greenworks plugin.

  • These new plugins (File System, Cryptography) need "On Any Finished" trigger, similar to "On Any Request completed" in AJAX.

    I posted a suggestion, please vote if you agree:

    construct23.ideas.aha.io/ideas/C23-I-378

  • You've probably mistaken me for someone else. I've never done that.

    I guess you can backup animations as zip files and temporarily replace them with dummies in your sprites. (or remove most frames)

    But I'm not sure how github can help with this. When you are ready to release the game, you'll still have to manually re-import full animations.

    .

    Another option is to work with a folder project.

  • Sure, we won't get support for any new groundbreaking Steamworks features in our games but that should be the only downside for now.

    I don't agree. Steamworks SDK is quite extensive and the only feature we have access in Greenworks now is achievements.

    There is Greengrind addon by Mikal which provides access to a few more APIs, but it's still based on outdated official plugin.

    Besides, Greenworks may not work with recent versions of NWjs. Which means that we are forever stuck with old NWjs versions and their bugs.

  • my project in particular is over a year in, and heavily relies on NWJS plugin. I could move it all to file system plugin

    I thought this too, but from what I understood, the File System can only work with files the user has picked. It's a huge limitation. Unless it works differently in WebView2 export, I don't see how it can be used in a commercial desktop game.

  • It's also possible to put "On file operation complete" event inside of a loop, but this feels like a hack.

  • What if 50 files are picked?

    These new plugins (File System, Cryptography) need "On Any Finished" trigger, similar to "On Any Request completed" in AJAX.