pandabear7413's Forum Posts

  • I have 'preload sounds' turned on for my project. Yet the first time I play short sounds - e.g., a single tick of a stopwatch - I don't hear anything. It's not delayed, it simply doesn't play.

    Any thoughts on why this is happening? Does this sound like and issue with my game, or can it be due to my hardware? I have several Windows 10 laptops and all of them seem to have intermittent delays and/or static with system sounds (email notifications, confirmation beeps, etc), particularly the first time the audio plays, so I wouldn't be surprised if that's the culprit. FYI my machines use the RealTek audio drivers.

    Thanks

  • Ashley Yep that's the same issue, and I can duplicate it on every one of my laptops. Can you please try the project again and/or try it on another machine? I also added a comment to the bug report, can you please reopen the issue?

    Thanks

  • My game plays fine in preview mode. But when I export it to Windows WebView2, objects in the window aren't adjusted to the window size on startup. Instead, they are attached to the left side of the window but don't fill the whole window. Attached is a pic to illustrate.

    If I adjust the window size after startup, the objects adjust to fill the window as expected. But why do they not fill the window on startup? FYI this is a new issue, I've exported many times in the past year with no issues. Also happens with both png and webp export. This may be the first time I've exported with v308 but can't recall for sure.

    Thanks

  • I have a feature request not exactly related to Import but concerning Export.

    Have you submitted this as an actual feature request? Your idea seems well thought out, but you need to submit a formal feature request to have it considered for implementation.

  • That makes sense, thanks Ashley for the clarification.

  • That's a much cleaner and simpler way to do it. Plus I dont have to go into notepad++, remove EOLs/returns, escape the quotes, etc. Thanks!

    My workflow now is encode the string to b64 using an external tool and paste that val when setting the arrayString variable in the code. Then I decode at runtime using the atob script you shared. Works great!

  • I'm getting close to completing an Alpha release of my game and want to know the best way to manage this release with GitHub. I use GH mainly to backup my project - I don't use (nor do I know much about) branching, and commit everything to Main. The Alpha release will have some things that I don't want in the Main codebase. E.g., I'll be converting arrays to base64 for security and will be deleting the array files from the project. I'll also be exporting the project and want to store the exported files in GH.

    What's the best way to do this with GitHub? My thought was to create a branch for the release with release-specific changes, but don't merge it into the main codebase. That way I can go back to it in the future, which I'm sure I will need to. Will this work and/or is there a better way?

    Thanks, and any other thoughts on releasing w/ GH would be much appreciated.

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  • This is really helpful. I'm 100% new to js so I'm getting tripped up by little stuff. I posted a question on this at https://www.construct.net/en/forum/construct-3/how-do-i-8/simple-javascript-string-172108, would love if you had a chance to look at it and let me know your thoughts.

    Thanks

  • The simple question: what is wrong with the line of script shown? I'm using the same string value passed into the "load from json string" line above, so I don't understand why it's not compiling for the script.

    Where I'm going with this? I want to convert my arrays to base64 strings for security/privacy and save the base64 string to a variable in the code. Then at runtime, I want to use javascript to convert them back to standard strings and load the string into the array. The shown code doesn't have the base64 encoding yet.

    Thanks

  • He could add all the events related to debugging below a specific group.

    And use "is in preview", to enable or disable that specific group.

    This is exactly what I'm doing. The "is in preview" keeps me from having to remember to remove it manually before export.

  • Thanks for the suggestions. I looked into this and couldn't get the Forge add-on to work (looks like it predates the JS modules). The base64 option sounds promising, it may be powerful enough for what I need, but I haven't found an example of how to do that in C3 and I'm guessing JS is required (not my skillset). Any chance you can point me to an example of using base64 (converting a string to/from base64) in C3?

    Thanks

  • bumping this in case someone knows

    Ashley, any thoughts? Happy to submit a feature request if needed.

  • That's quite simple indeed - Thanks!

  • Can anyone suggest some best practices for having a 'debug version' of my game? When I release my game, I want to turn off all debug features I've added (logging to screen, debug hotkeys, etc) in the released version, but I then want to turn them back on in my working version. I can see myself forgetting to turn them off for a release so wondering if there's a good approach for this?

    Thanks

  • check this: https://drive.google.com/file/d/1gIelMGvUySSHpELYSb_U-a0KvQmnI0Fo/view?usp=sharing

    I changed it to use Regular mode on the timer instead of once (as this is what you are going for here).

    That seems to keep them in sync

    Didnt even think to use the Regular mode but you're right, this is what I was looking to do. Nice and clean and it works great - thanks!