oosyrag's Forum Posts

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  • Disabled events are still included in the exported game files, even though they don't run. Op is worried about access to sensitive information that they would like to control, at least as far as distribution goes.

    Deleting the event sheet before exporting seems to be the way to go.

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  • Are you using a separate layout for your cutscene?

    Try using the persist behavior.

  • Possibly a bug that is getting fixed next beta releast. github.com/Scirra/Construct-3-bugs/issues/6435

  • construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

    NodeCount

    The number of nodes in the path that was found. This is only updated after On path found.

    NodeXAt

    NodeYAt

    Return the position of a node in the path that was found, in layout co-ordinates, using the zero-based index of the node. This is only available after On path found.

    So Object.Pathfinding.NodeXAt(Object.Pathfinding.NodeCount) and Object.Pathfinding.NodeYAt(Object.Pathfinding.NodeCount)

    This is slightly different than simply storing the target of pathfinding, as if your target is an invalid target, the last valid pathfinding node will be in a pathable location rather than inside a solid object for example.

  • Copy the pathfinding arrived actions into the event triggered to teleport/skip pathfinding. Or use a function and call the function on pathfinding arrived and on pathfinding skipped

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  • Did you try looking in the manual?

    construct.net/en/make-games/manuals/construct-3/scripting/using-scripting/script-files

    Adding script files

    Script files can be added in the Scripts folder of the Project Bar. Existing JavaScript files (.js) can also be imported using the Import scripts option instead.

    Factorio uses zlib for compression of json data, similar to what you're trying to achieve.

    A blueprint string is a JSON representation of the blueprint, compressed with zlib deflate using compression level 9 and then encoded using base64 with a version byte in front of the encoded string. The version byte is currently 0 (for all Factorio versions through 1.1). So to get the JSON representation of a blueprint from a blueprint string, skip the first byte, base64 decode the string, and finally decompress using zlib inflate.

    Here is a javascript implementation of zlib

    github.com/imaya/zlib.js/blob/develop/README.en.md

    I think you're better off using pastebin like what dop suggested or trimming the fat out of the data as rojo said, basically make your own file format. Doing so really depends on the amount and type of data specific to your game though.

  • How large is your string in bytes? How large is it after compression with a standard zip archive? By what method are you interfacing with the server? I would find it unlikely that compression should be necessary, since this is not synchronous data transmission.

    If your file size is really large enough to matter, then you could also probably optimize the data being sent in the first place by only storing the necessary information.

  • Til, after 10 years of obsessively refactoring event counts down, thanks for this tip lol. I might have even made some mistakes if I thought all condition was being checked every iteration regardless of order hmm....

    Although the sub event method is often useful for running actions at only the start or end of a loop.

  • Your request is unclear. You'll need to define or describe the expected behavior more precisely. If you can do that you're already most of the way to the solution.

  • Use sprite objects, and set your different sentences as animation frames.

    You can also use the sprite font object, and set the text randomly from a array or other text project file.

  • You can also use invisible helper sprites overlapping a single other sprite, but usually for animations you want separate sprites for your buttons.

    You can also do what you said and define areas for clicking, but that is super clunky and inflexible and you'd just be wasting your time.

  • Use your global variable as an indicator of the previous position.

    Before you update the y coordinate of the sprite in the global variable, compare the current y value of the sprite with the value stored in the variable, to see if it is greater or less than the previous value stored in the variable. Then update the global variable with the current value.

  • On start of layout

    For each sprite -> set instance variable