liamdawe's Forum Posts

  • Press F12 to open the console, see if you get messages like i do: https://github.com/Scirra/Construct-3-bugs/issues/120

  • So I'm testing out local storage, I'm trying to change it between zero and one on the press of a button and change the buttons text.

    See here:

    Nothing seems to happen when you push the button though, so i don't know what's going on? It should set it to zero or one depending on what the value is right now, and then change the text to say if it's on or off?

    Can someone point me in the right direction?

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  • Is it possible to group a bunch of objects together? So say you have a load of different types of bullets, you make them in a group called bullets, then if any bullets touch enemy, destroy bullet? Rather than implement it for each individual one?

  • Ah it's not just me then, yeah I was looking to add some kind of cache control header or something.

  • I overwrite all files whenever I export, but I still seem to get an old version sometimes. I guess I need to do more tests to figure out where the issue is coming from.

  • Ah that's what that does, useful, thanks for the tip.

    Still a per-object position lock would be damned handy too. As right now the only way is to make an entire layer for something it seems then.

  • Well, if you have a htaccess file with:

    [quote:2mup5z7a] # BEGIN EXPIRES

    <IfModule mod_expires.c>

    ExpiresActive On

    ExpiresDefault "access plus 10 days"

    ExpiresByType text/css "access plus 1 week"

    ExpiresByType text/plain "access plus 1 month"

    ExpiresByType image/gif "access plus 1 month"

    ExpiresByType image/png "access plus 1 month"

    ExpiresByType image/jpeg "access plus 1 month"

    ExpiresByType application/x-javascript "access plus 1 month"

    ExpiresByType application/javascript "access plus 1 week"

    ExpiresByType application/x-icon "access plus 1 year"

    </IfModule>

    # END EXPIRES

    And your exported game is inside a folder that has that htaccess at the root (tons of sites use this), the JS files to run the game will be in a cache you have to either force to expire by doing a hard refresh, or mess with the index file to add a version string to the JS files.

  • So I'm testing out a blood splatter effect and the particle system is amazing, I love how simple yet powerful it seems to be.

    What I am wondering, is if there's a way to set the particle object to switch to a static sprite of the last frame when it finishes? The particle system is useful for sure, but currently it seems our only choice is to show it and then have it destroyed? Is there no way to keep it on-screen static when it finishes?

  • Then the system you have in place doesn't really work, nearly every time I update my game and load it, it's either an old version of a mix of both so it's broken.

  • You can delete the output file. "Offline.appcache" and it will automatically refresh every time you reload. I always do this, but it's a bit tedious to manually delete that file every time you export a new version.

    Is this something in the browser, or the games folder, as I don't seem to have one.

  • So, I've tested this quite a lot now.

    On my site, we have a htaccess file that cache images and js files, so you can likely gather the problem already. Since Construct uses JS, people won't get a new version of the game files unless they do a hard refresh.

    Short of manually editing the index file in generates each time to force no cache with PHP, are there other ways to ensure if they game has changed that people get the latest version?

    One possible way, would be to have the index.html file add a ?v= string to the js files that have been updated and increment it maybe by the date and time or the version set in the project settings? Would be simple and wouldn't require any real effort from users.

  • A simple request, let us lock an object position. I keep clicking my background tile while wanting to pick another object to move it. Ideally, right click -> lock position, then I can't grab it until I unlock the position say from the right hand objects list.

  • Okay, so I'm now trying to edit my project to be within the small limits, the problem is, that any time I try to edit an event, the C3 Editor tells me I'm not allowed when using the Free edition.

    This is a problem, since now I can't even edit the project at all.

    Frustrating, since if we could buy a copy now to support you early, I would, but this is a nuisance.

    I doubt I'm the only one here who would pick up a copy right now to support you, to get around the free limits.

    Part of my issue is this: How are we supposed to keep submitting bugs, if we can't really test all that much? You will end up with a massive wave of reports from the bigger projects once people can sub. Wouldn't it make sense to allow a small amount of people to sub now to ease the process?

  • Some handy tips, but part of the reason I've gone over is having a few layers.

    I'm using layers for a lightning system, so one layer is dark, one is not and a sprite object cuts away at the dark (acts like a torch). Based on their simple lighting example. I'm wondering if there's a better way to do it.

    My biggest frustration is the "Free" user limitations right now. I KNOW I can make stuff with the limitations but not what I want to test. I would literally start paying right now just so I can do some of the basic functionalities I need in it.

    Heh, I feel exactly the same. Will likely buy it as soon as I can, just to tinker.