dop2000's Forum Posts

  • You are missing the 'replace' expression.

    construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

    My idea was to replace "%" character with a number.

  • You can't use C2 plugins in C3.

  • 1. There is nothing wrong with this approach. (as long as you don't rename the functions). We do the same in our game - function names are stored in arrays, JSONs, instance variables etc. And we call them by name using a bit of scripting. Scripting in C3 is supposed to complement the event system. (although some people are making entire games with JS)

    I find it easier to save the function name in a local variable - this way you don't have to pick the object instance in the script:

    runtime.callFunction(localVars.funcName)

    2. File names are case-sensitive, I remember having the same issue. Rename the file to all-lowercase. You may need to re-import it to the project. And use all lowercase in AJAX request.

    3. Construct is very user-friendly! I believe you can even use emojis in function names, but I wouldn't do it :)

    4. Correct. The structure of events is very important. Construct runs all events from top to bottom. Any "waits" will delay the execution of actions in this event and nested sub-events. But they won't delay events which are on the same level.

  • I'm pretty sure many of these plugins were never converted for C3. So your only option is to open the project in Construct 2.

    You can find many of rex's addons for C2 here:

    c2rexplugins.weebly.com/map.html

  • Use these expressions to get image point coordinates:

    Sprite.ImagePointX(index)

    Sprite.ImagePointY(index)

    If you need to check if image point is overlapping any sprite, you can use "System Is Overlapping Point" condition.

  • there is no "call function" action.

    When you add a new action, there should be "Functions" category next to "System". Do you have it?

    If you just don't see a particular function in the list, double-check that it is not set to return any value.

  • In fact IIRC I've already reported this issue to them. If something isn't getting enough attention, then the more customers who report it to Apple/Google, the higher a priority they will give it.

    Could you provide the links to your reports? I would be happy to leave a comment to them, or we could use them as references. Opening a new request with a different support team and having little information to offer, other than "my C3 game is janky", would not be very productive.

    EDIT: I missed the link in the previous comment, I can see your report. Upvoted!

  • there's nothing much we can do about it

    Ashley This is not true. You can contact Google/Apple support and explain them the issue in proper technical terms. And provide correct answers to their questions, logs, code snippets etc. Because you understand how your engine works, we don't. An frankly, it's your job, not ours.

    We pay money for the software, which claims to work everywhere and leave other engines in the dust in terms of performance. It's on the main page!

  • Have you tried changing this setting: in game properties on Steam (gear icon) -> Controllers tab -> "Steam input" for your controller type.

    Enabling/disabling it often helps to fix various controller issues.

  • Construct had this issue with poor performance and frame drops on mobile since forever. And yet it's somehow not Scirra's job to fix it, but us, end users should contact Apple and Google support.

    I can tell you how it will go:

    Me: Hey Apple/Google support, my game runs poorly on Android.

    Them: Millions of games run perfectly fine on our OS. There must be a problem with your game or with the game engine you are using. Address your question to them. Ticket closed.

  • Try to isolate the issue - remove addons, disable or remove blocks of code etc. Once you find what exactly is causing this error, and if it's not caused by third-party addons, you can report it:

    github.com/Scirra/Construct-bugs/issues

  • It's not possible, when spawning a family, a random family member is created.

    You need to spawn a specific sprite or use "Create object by name" action.

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  • rgbEx() takes values form 0 to 100.

    Use rgbEx255 expression

  • Gamepad buttons also have unique codes.

    A=0, B=1, X=2, Y=3, LShoulder=4, LT=6, RShoulder=5, RT=7, LStick button=10, RStick button=11 etc.

    If you are using sticks as left/right/up/down, then of course you will have to write some additional code to allow remapping them.

  • It's not a bug. If someone tells you "go left, but you can only move forward" - will you be able to do that? No.

    When you move a sprite with pathfinding behavior, it uses "Rotate speed" to make turns. When rotate speed is 0, it can't turn and therefore can't move.

    Before posting bugs for behaviors which have been around for ages, try to read the documentation first.

    And your sprite3 doesn't appear because node index is zero-based, you need to start the loop at 0.