pirx's Forum Posts

  • This shake behaviour has come in handy in the past:

    If anyone could convert it for C3 it would be great.

  • 99Instances2Go

    That's great, thank you. For various reasons I now need to have the same objects in two families with duplicate instace variables but it works very well.

  • This is simple: I have two instances of the same, draggable object. Once one instance is dropped on another, both should be destroyed.

    I came up with this:

    But it does nothing.

    Once I change the main condition to "TestSprite -> on Collision with TestSprite" it works. If I remove the "on drop" condition leaving only the "TestSprite is overlapping TestSprite" it also works. The problem is I need this to work specifically on drop. Help!

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  • Nepeo Aaah, thanks, that explains a lot.

    I wasn't aware of these mechanics, so I got confused as to what and when gets saved and what doesn't. Case closed.

    PS. Just as a piece of feedback, I think this is a bit unintuitive. The temporary commit gives the impression of having saved changes during edit time while in fact they are not -- and there's no indication to the user. I was just playing around this time but I can imagine someone losing a chunk of work that way. This might be worth taking a closer look at some point in C3's future.

  • I'm not submitting a bug yet because maybe I'm doing something wrong.

    I noticed that when I edit a project txt file, sometimes changes aren't saved. They disappear after reloading the project or closing and reopening the file. On other occasions they save correctly. It's as if I occasionally forgot to press a 'save the txt file' button that doesn't exist (?).

    At what point does the editor save changes to the project file?

  • This seems to be weirdly problematic.

    What I want to do is to load a string from somewhere else (uknown during edit time), display it in a Text object, and then scale a background sprite (or better a 9-patch but it's not important) so that I have a nice box filled with text.

    Think speech bubbles in any messaging application.

    Reading the forum I came up with this:

    But it results in werid behaviour in which the sprite scales on a second button click instead of immediately. Larger delay than "wait 0" is undesirable because it doesn't look neat.

    So any better ways to do this? Perhaps C3 has some new features that would facilitate measuring text?

  • Yeah performance-wise it depends a lot on what you do. For example coding a simple 2d game in Unity is a huge overkill in my opinion. however, if you have lots of high speed action with advanced logic things might get choppy especially on older devices. I agree though this is not a HTML problem per se.

    Btw one small bone I have to pick with HTML though are its web-related things that make life harder for developers of web unrelated projects (I.e. Games). I'm talking about stuff like text boxes floating above the canvas etc.

  • Bob Thulfram glerikud

    Good points. I've recently decided to give Construct another shot taking the opportunity that C3 is here (a couple of years ago I switched from native to C2 deciding it was way more effective and fun, but the mobile performance turned out to be a show stopper back then) and I'm loving it. Still have to do some testing on the performance aspect though.

  • Construct will never do "native". It just doesn't work that way. But I think the underlying architecture (html5) in C3 is not an issue in this respect.

    While this used to be a real disadvantage to Construct a couple of years ago because of horrible performance of mobile games created in it, nowadays there are more and more devices that can handle it perfectly well. So... if you want to focus on mobile, just focus on mobile -- C3 is well equipped to do that.

    That said, I'm a bit concerned about the sustainability of HTML5 in general. After all, it is not a programming language, it's a front-end website language. So what if the same thing happens to it that happened to Flash? What if HTML5 changes in some way that's incompatible with using it for making games? What if HTML6 breaks some key features in terms of backwards compatibility? What if, for whatever reason, internet browsers change how they work and it becomes impossible to wrap them in mobile apps ? blah blah... Le'ts hope Scirra will just follow along those changes.

    PS. Frankly, I'm surprised "pc browser games" are still a thing at all. Does anyone earn any kind on money on those?

  • Hi,

    I've noticed that an addon installed in c3 disappears after clearing the browser's data.

    Does it mean they are only installed to the local instance of C3?

    I'm not sure if this is technically problematic but it would perhaps make more sense for them to be uploaded and attached to the user account. This way they would not require reinstalling when clearing the browser or using a different machine.

  • Hi.

    This has been requested a couple of times but never made its way into C2.

    A simple "maintain aspect ratio" checkbox would be great in the 'resize'' tool of the image editor.

    Currrently an external calculator is needed to scale any image other than a square.

  • newt Yeah, that's what I meant by it's a hassle. When there are quite a few overlapping buttons/clickable object which change position it adds considerably to the development time to check and un-check things like a 'clickable' variable. Just thought it would be more convenient to just set a non-propagation property in the inspector or something.

    justifun Well that might come in handy! Thanks, I haven't thought of that.

  • Hi.

    It would be really useful to have a simple way of stopping taps/clicks from propagating to lower objects or layers.

    Whenever you have an on-screen toolbar or menu or a pop-up it is always a hassle to set up control variables to stop buttons from activating what's below them when tapped.

    Now to think of it, triggering the whole stack of overlapping objects is hardly ever the desired result.

    Just as an example, in Corona SDK you can "return true" in the click listener of an object, which, upon receiving it, immediately breaks the click event (thus it not triggering in any object below).

    I'm not sure if it is possible due to how touch/mouse events work in Corona, but it would be a very handy little feature.

  • Is there a way to have my app/game save a file to desktop? Like with a windows file picker?

    I'm making a level generator and it exports all the necessary data to a text box. Now I would like to have a "save as" feature that would just download/save its content without sending it to an external script with ajax etc. Possible?

  • Come to think of it I hardly ever use it too. You can easily hide it with the button in the upper right corner though.