dop2000's Forum Posts

  • and paste the textinputs

    I'm pretty sure it's not possible to paste a textinput on drawing canvas..

  • Please explain the issue - are you trying to completely hide the enemy in that video? In this case placing it on a layer below the shadow should definitely work.

  • Ashley I disagree. In many cases we don't need all those fancy features from the text inputs. For example, if I only want to ask the player to enter their name, I don't need undo/redo/selecting/copying/pasting/tooltips etc. And considering how difficult it may be to make the text input match the style of the game, creating your own text input in such case is a much easier solution. Besides, it will not have all the quirks and limitations of DOM elements, like drawing above everything else on the canvas, not supporting effects and so on.

  • You can move the shadow and the walls to another layer - above the sprite.

  • Alirezamohanadi I tested your game on Xiaomi Redmi 4 and Poco X3 Pro - touch controls work, I can move the character.

    What browser are you using? Make sure to use Chrome.

  • Sure.

  • Yeah, it's better to make one yourself with a Text or Spritefont object. Here is an example:

    howtoconstructdemos.com/old-terminal-style-text-input-with-blinking-cursor-capx

  • I've owned several Xiaomi phones and never had any issues with Touch object.

  • I'm sorry, I lost track of all the issues you described, it's very difficult to understand what's going on without the project file.

    The fact that the object is a member of a family should not be causing any issues with picking. I also have never experienced any bugs with using MoveTo and its On Arrived event, and I use them a lot.

    Returning to your original question - if there are no containers, no hierarchies and no parent events which could've changed the picking scope, then there are really not many reasons left why the instance is not getting picked:

    1. It's not created yet, or maybe have just been created in the same tick.

    2. It's destroyed.

    Like I said, try adding System Pick All as the first condition. Add instance counters (Obj.count and Obj.pickedCount) to Browser Log outputs, they should help with debugging these problems.

  • You can use a spritefont. Spawn each letter in a circle offsetting the angle.

    Here is an example:

    dropbox.com/s/626zo5403an64el/TextInCircle.c3p

  • I think you can paste the text on a DrawingCanvas object, and then distort it using meshes.

    If the text is static, it would be much easier to do this in some other editor and then import to Construct as a sprite.

  • What's so special about the stars in Outer Wilds? If you want some specific effect, you need to post a video demonstrating it.

    Otherwise you can simply make a tiled background with stars and maybe put it on a layer with parallax.

  • The fact that it works if you move the event out of the "On Timer" trigger is not very helpful, because in this case the event will be run on every tick.

    The object being created is what sets all this off, so it's creation frame has been well finished by the time the character gets to the alarm

    So the bld03B... instance is not created in the same tick when the timer is triggered?

    Is it in the same container with the chMiner object? Or is it a part of some hierarchy?

    Is the whole "On Timer" event nested under some other events which may pick a different bld03B instance?

    Try adding "System Pick All bld03B" as the first condition in that sub-event, maybe it would help.

    Also try adding this log to the parent event:

    Browser Log "bld03B Count:" & bld03B.Count & " picked: " & bld03B.PickedCount

    If this doesn't help, I'm out of ideas. I'm sure there is an explanation why the instance is not picked, and it probably has nothing to do with the timer.

  • If the second event on your screenshot doesn't work, it means that either the targetUID is wrong, or the toolmaker instance with that UID doesn't exist, or can't be picked for some reason.

    It isn't in a container with the chMiner by any chance, or maybe it's created in the same tick? This would explain why it can't be picked.

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  • Put this debug logging into the parent event, just after the fcnKilnworkerTakeMetalToToolmaker function call:

    Browser Log "chMiner UID:" & chMiner.UID & " target UID:" & chMiner.myBuildingTargetUID

    Then run the project in Debug Mode, find this message in the browser console, pause the project and check instances with these UIDs.