Grimmy's Forum Posts

  • HI, sorry for bothering but is this how the code and the input communicate with each other? I tried the following but the console log doesn't print anything when I press a key when the text input is focussed. Maybe Im doing it completely wrong?

  • "On Enter Pressed" still works for me when cursor is in a text input.

    To stop the Tab key to move focus to another text input you can try this code, but it only works with Worker disabled:

    Hi, for this code how exactly do I go about assigning/using the textInputID. I'm not sure how it works. Do I simply put a string "textInputID" into the ID parameter of each textinput object?

    Thanks

  • CHeers. Does On Enter pressed work though if you have multiple input boxes? For me it triggers only after it tabs out of the final input box.

  • I don't want that to happen. Is there a way to stop it?

    I tried adding: Set CSS Style "tabindex" to "-1" but that didn't have any effect

    I notice also that keyboard events aren't registered while a text input is focussed, so there seems to be no way I can do On Enter- un focus all text inputs..it just always automatically tabs to the next one when Enter or Tab is pressed.

    Thanks

  • When I print a keycode using on anykey pressed event and the event being setText to Keyboard.LastKeycode it works great for PC..

    However this displays nothing when I try to use the same command using an Android virtual keyboard.

    Basically I'm just trying to close the keyboard when the user hits Enter on the virtual keyboard by unfocussing the text inputs but instead the Enter key seems to just tab through my text inputs on Android.

    You can see a live example of my current project in the Playstore with this issue here: https://play.google.com/store/apps/details?id=com.ruleoffun.ebd&hl=en_US&gl=US

    Just download and try inputting some numbers and then hitting enter.

    Any ideas?

    Thanks

  • Hi, I put our new teaser trailer on YouTube here:

    Subscribe to Construct videos now

    Please like, subscribe etc. As you all know, it all helps.

    Thank You so much

    Simon

    ruleoffun.com

    Twitter: atruleoffun

  • I'm happy if just every child object just follows the exact parent objects opacity level. What is says on the tin. :)

  • Hi, is there any way to have scene graph children inherit the visibility and/or opacity of their parent? It seems its an important missing feature but maybe there is a reason for it?

    Thanks

    Tagged:

  • SOLVED. The trick is not to use For Each at all and each dino works fine.

    I have no idea why and so now Im scratching my head as to the point of the For Each loop at all?

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  • Thanks but that didn't work. I've tried every permutation of combining this with 'trigger once' both inside and outside the loop as well as breaking the loop into different parts but still doesnt work.

    It seems the two newer instances always keep setting their direction to "right". But why? Even when they are far off screen to the right.?!?!?

    Surely someone in the history of C3 has made a loop where a bunch of objects move left and right repeatedly?

  • In all cases it references itself (self). See the code image attached. Maybe there is something wrong here that I'm not seeing? Thanks

  • I have an object that moves right and then left. It all works fine, but then I instantiate 2 more of thos in the scene and my code runs the same code through a For Each loop.

    The first/initial object continues to move left/right without an issue but the two new instances get trapped in an endless loop not knowing to move left or right.

    Regardless of the actual code within the loop, why does the first instance work fine but additional instances do not? (They are each running the same code.)

    Surely the 'For Each' should have no preference?

    Maybe there are some common gotchas?

    Cheers

    Tagged:

  • Thanks. In my case I have a popup message.

    To get around the issue I have an extra condition that asks that Time(since game started)>3 seconds /trigger once only

    This way the pop-up only occurs once a purchase is made and not everytime the game boots.

  • Hi, I know its an old topic, but I'm getting close to release and my device reads 60fps but I can see with my (bare?) eyes that its not 60fps. It looks like about 30 fps to me.

    Now here Im not talking about the janking bug which I've reported previously (which is an intermittent stutter reported to Google here : https://bugs.chromium.org/p/chromium/issues/detail?id=1324177)

    and the disccusion is here:

    https://www.construct.net/en/forum/construct-3/general-discussion-7/stutterring-reads-60fps-169596/page-4

    ..but instead its basically consistently NOT running at 60fps.

    Is the fps reading just plain wrong?

    (I have min framerate set at 5fps at the start. )

    ALso, Im actually testing on a fairly powerful device (Huwai Mate Pro 10).

  • Thanks, I understand your answer but that is not really what I asked.

    I am specifically talking about a problem with the 'On Purchased Success' trigger.