pandabear7413's Forum Posts

  • 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!

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  • 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.

  • 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!

  • In the attached project, I'm expecting the spikes to extend as such:

    - the left extends every 2 seconds

    - the middle extends every 4 seconds

    - the right extends every 8 seconds

    All 3 spikes extend at the same time on the first extension, but afterwards the spikes to the right begin to extend sooner than those to their left. This becomes pretty obvious after a few rounds of extensions.

    I believe this is caused by lag with the Timer behavior, and since the left spike uses timer more frequently the lag builds up quicker for that spike. Is this the case, and what can be done to eliminate the lag and have the spikes extend at the same times? FYI I want to use this timer logic or similar, something that will keep the spike objects separate and not have to know about / rely on each other.

    https://drive.google.com/file/d/1DpBYv6PBpifL0sUWjP_HyZDZn9OUHDJr/view?usp=sharing

  • On my old PC I had ~25 different editor tabs open in my project (event sheets, layouts, files, etc). Just got a new PC and I copied all my C3 project files over, but when I open the project only the main layout and its event sheet open up in tabs. Is there a way to restore the project tabs and formatting that I had on my old PC? Using Chrome fyi...

    Thanks