EpicRaid's Forum Posts

  • Hey, did you mean that the browser tab more or less 'freezes' when you close the Image Editor? I had that problem too, quite often for a while, but currently I am not experiencing that anymore, I didn't get/apply any updates (using the Stable version) so I don't know how or why it disappeared.

    What happened to me was that now and then I couldn't do anything on the browser tab anymore after closing the Image Editor. If I clicked again on the screen, it would give that typical 'program not responding' overlay and the cursor would show a loading sign, and I couldn't do anything no matter how long I waited.

  • I think you need to use a Sprite instead of Tiled background. I think that you meant Tiled background.

    Check: html5games.info/samples/SpikeBallTrap.c3p

  • Do you mean something like this? It's all done without any events.

    Download: html5games.info/samples/BoxPushPhysicsPlatformer.c3p

    I experimented a bit and got a similar result as posted in your video.

    Note how I also adjusted the Player's collision polygon, you can also adjust it more so the box won't hit the Player as much as it rolls.

  • That could well be it. What I use, is an 'Audio' layout before the menu is presented.

    There you can ask the player if they want to use audio with a Yes or No button. When either clicked, and in the case of Yes, the on Start of layout event should work. For No, I set audio silent.

    But you could use anything to trigger audio this way, with a little creativity.

  • No, I believe he wants to load a project folder. You can save as single file but also as a folder. And similarly load it.

    I just tested in Chrome and Firefox. I can't load a local folder either, or at least don't see the option either.

    But honestly, I think Chrome is still the best and probably the fastest browser to use C3 in. It certainly is the most commonly used browser.

  • Hey, I don't fully understand the issue here? I do know that rotated sprites get jagged edges. I believe that if you add a 1 pixel transparent border the jagged edges disappear. Maybe that works in this case, if I understand the problem correctly.

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  • Even with a short tab name like "Layout 1", there is a much bigger area to click on the tab to select it than to close it. The X is pretty small and so should actually be difficult to click - like the famously tiny small X button on ads that people complain about being hard to close. How is it possible to repeatedly accidentally click a small button? I don't understand this at all, can someone explain?

    I usually name my layouts by what they are;

    Loader, LoaderEvent, Audio, AudioEvents, Splash, SplashEvents, Level, LevelEvents.

    They're usually right next to eachother and you switch between them often. It's just when you accidentally click the any tab x, you have to figure out which you clicked away, find and scroll to the layout/event sheet that you clicked away in the sidebar, double click, and reposition it. It's only one of a handful of small issues that could make life easier if they were fixed.

    So it's not just this, it's also when browsing the forum topics using multiple tabs for different topics when searching for solutions to problems, but that horribly annoying auto drop down menu gets in the way (which I complained about as well but wasn't addressed), or back to the editor, if you click on an object that is on a locked layer, there seems no way to figure out which layer it is on unless you unlock all or each layer seperately, and then you have to click on the object in the right bar again to be able to modify it in the left bar.

    Or the sprite 'angle pointer' that isn't there anymore so you know which way the sprite is pointing visually, or that you can't one-click reload a sprite image/frame anymore, or that you have to select multiple collison points with control instead of shift, where you do use shift to select multiple objects like sprites in the editor, kinda unlogical, or when you load a new sprite image the whole editor tab stops working forever (this issues seems to have disappeared now) and you lose all progress, or....

    Very few issues seem to get attention, I also believe few people used that github (or what was it?) to report issues, which requires you to learn a new interface, register an account, report the issue, show 'proof' and replication of the issue, all that effort, same with suggestions/improvements.. you put in all that effort and MAYBE, just maybe if you get lucky if enough people will vote up your suggestion it might just get some attention and looked at. Sometimes I just get the feeling the Construct team is too tightly run, anything that isn't high on the list is ignored. It took a long time for the Arcade to finally get fixed, and finally overhauled, same with the previous dreaded Scirra asset store which loaded slower than a turtle, if it didn't give you a page error.

    And when you do suggest new things like I did in this topic, you just get a 'it's not going to happen'. I just feel like that, me as a paying customer I am the one working for Scirra instead. And even that volunteer work doesn't seem appreciated. This must be a multi million Dollar business by now, so why not invest more in improvement, invest more in staff. Reporting bugs should be easy, not a task. Maybe integrate a bug page on your site so people don't have to register yet another account and put in effort to report a bug that they didn't even cause in the first place! They're putting in their unpaid time for a product that they paid money for, to you! I don't see how one can see this as acceptable.

    But all business talk aside, I sometimes wonder if anyone in the team actually uses Construct to make games themselves. It's the only way to get into the skin of a game designer; Construct's target audience.

    Making games often involves a considerable portion of repetitiveness. So a solid workflow is important. Anything that interrupts this is more or less a waste of time, especially if you're not the one at fault but are the one that put money into it, not to mention if you aren't heard properly.

    P.S. I'm not by any means disabled or inaccurate with the mouse. I use a 24" screen with a 1920x1080 resolution, the tabs are kinda small anyhow, and I often find myself switching between the Level and LevelEvents tab to code, and make changes in the editor. Which is probably what most people do. I guess I will just rename the layouts for now. It'll result in two unevenly ordered rows of tabs, but you know..

    I went off topic but I just wanted to have said this, C3 is probably one of the best game makers out there, it's not that expensive, although I just feel with the recurring payments (I still strongly prefer to buy once and own it forever like C2) I shouldn't be experiencing all these issues, and you're essentially paying for a product that still isn't finished. I totally understand that more money means more to invest in a greater product. But as a customer you should also be able to see it coming back in the form of a growing product and a heard customer.

  • OK, I decided to make a video of what I have so far, it shows the 'stuttering' when you drive the vehicle.

    Subscribe to Construct videos now

    Hopefully that'll give some more clues to anyone..

    It's especially visible if you watch it fullscreen. It's also got audio, but you need to watch it on Youtube for that.

  • I think my mock-up could work with multiplayer as everything is static. As long as you have one map. But I'm not sure what you want in your game. Or could you explain why it wouldn't work? The wrap behavior works as intended. I think you can also reposition the Player instead of using the wrap behavior.

  • > here is a trailer of my upcoming/ new game Complete Devastation https://drive.google.com/file/d/1IC4vylPo5pHUTrmCxxnOCKoN5wgJsiH6/view?usp=sharing

    https://www.youtube.com/watch?v=9icF9yVTF5Q here it is

    I'm sure you put some effort into this, but in all honesty, the trailer and game looks terrible. I don't even know where to begin.

    I could list all the flaws but then I'd just burn the game to the ground.

    It's almost - I'm serious - as if this was intented! You know, like some sort of meme. I can see this video go viral!

    Anyway I should probably not get into that any further until I know if you were serious about this trailer/game.

    For what's it worth; I do like how you made everything huge, the map and like that tree, even though its got a rotating building inside of it. I often 'limit' myself to realistic environments or that 'fit' the genre but this video did make think out of the box a little more.

  • Maybe you set something in the properties bar so that the game runs in a certain display mode? Go to your layout > click anywhere > Left pane > Project properties > click View. There in the Display section you can fiddle with the different display modes, and check if there's anything out of the ordinary.

  • R0J0hound Hey, I was just wondering if you were able to come up with that new traffic 'logic'?

    The code you wrote most recently (road2.capx) was easy to integrate in my own project, because you just put the number of vehicles you want to have on the layout, and put down the roads where you want them. That way you can exactly decide where you want to allow the AI to drive. And the random car starting locations code works great for me personally.

    Do you think it's doable? Or would it take a lot of your time.

    I'd do it myself but my coding skills are still primarily stuck at 'novice', when I attempted to write something myself a few times every time I just couldn't make it work.

  • There is a context menu with the option to close a tab already. Maybe you missed it? Just try right clicking on a tab and it should appear.

    Yeah I know it's there.

    But what I'd like to see is those tab x's gone and only able to close the tabs when using that right click > close on tab to close it.

    Currently I'm closing tabs (hitting that x) accidentally much too often while I just want to click on the tab itself. Then you'd need to find, double click, and re-arrange the tab again every single time you close one.

    It's a first world problem, but a terribly annoying one.

    Or give us an option to disable those x's in the settings.

  • I'm trying to make a video of my game demo, now I know it's got quite a large layout (level is 8192 x 8192 1920x1080 viewport), but it runs smooth on the devices I tested, including a 2 year old Android tablet and iPhone 7.

    Recording the gameplay is the issue, I'm pulling my hair out here.

    I tried OBS Studio, Windows Game Bar, Radeon Relive, and even the C3 built-in recorder.

    But when I start recording, the video produced has stuttery frame rate when I drive around the map. Videos come at different fps as well; Windows Game Bar for some reason uses half of your monitors refresh rate as the max fps. Many videos by different recorders also show different fps rates in the Windows Explorer details pane. E.g. 59.97 and I believe some other weird fps like 60.27 or 72.45 or something along those lines.

    I've got a pretty good rig (desktop) and my monitor is 144hz and I strongly doubt that's the problem.

    I ready some other older topic with people experiencing a similar issue recording browser based games. But I couldn't find any solution.

    Does anyone know where to look to get a steady frame rate when recording a browser based game? I usually record from the preview mode in C3, but also tried uploading my game and record by accessing the url. But they give similar bad results!

  • I haven't done it before. But a quick mock-up;

    html5games.info/samples/WrapOpenWorld.c3p

    It still slightly 'jumps' a bit when it wraps.

    But the objects are static and only need to be copied.