quackgyver's Forum Posts

  • How can you check whether any objects containing a certain instance value exists without having to dedicate a variable to the check?

    I need to do a lot of checks to see whether any Sprites containing certain instance values exist, and I don't want to have to manage a Dictionary or a set of variables in order to do each such check.

    I'd instead prefer to be able to do a simple conditional check that is either inherently true or false.

    Is there any way to do this?

  • Hi,

    I've attached an image to a very simple use case.

    The first event line outputs "DebugDebug".

    Meanwhile, the second line doesn't even fire (confirmed with breakpoints).

    Given that these are two perfectly matched strings, why is it that Construct doesn't acknowledge the second line as true?

  • I tried again just now but in Firefox on macOS this time. Different computer, different OS, same result.

    Both of the times I created new projects (tested with and without the Keyboard plugin added).

    Another somewhat related issue is that both Safari and Firefox seem to lose focus when tab is pressed, as Construct doesn't seem to capture the tab key's input. This is true even when "Keyboard: Tab is down" is specified.

    I would attach a GIF that shows the behavior but the forum won't allow me to upload animated images.

  • I just started using Construct 3 in Firefox on Windows 10, and whenever I go into preview mode, pressing any key causes the CTRL+F-search bar to appear. This happens even when I have no events whatsoever in the entire project.

    How can I fix this?

  • Bump.

    I reported this issue 2 years ago as well: construct.net/en/forum/construct-3/general-discussion-7/colors-options-dont-work-139852

    Can someone please look into this?

  • "Change text color" and "Change background color" for comments don't work in Safari on macOS.

    This has never worked in Safari as far as I know, because I've seen this bug for as long as I can remember.

  • I assume the name in this case is an instance variable.

    If so, you can use the Pick last created system action.

    From the manual.

    Pick last created

    Pick the most recently created instance of an object type or family. This is useful with the Create object (by name) system action. For example if you know the created object must belong to a family, then you can use Pick last created to pick the created instance from the family.

    https://www.construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    That worked well as a substitute. Thank you.

  • Right now I'm trying to do the following:

    The effect I'm getting is that the object is created, but the "type" and "name" variables aren't set directly after creation.

    Ashley once said:

    If you create an object, you can use it in the same event and sub-events, but not in sibling events, until the next top-level event. Since those events are all in a group, the newly created object is not available in subsequent events, until the end of the group (which is the "next top-level event" point).

    So I'm wondering if the reason why the family objects' values can't be set is because they aren't considered created objects within the scope of the current loop, and whether they need an additional, full loop before they can actually be picked?

    EDIT:

    Or is the reason why it can't be targeted because I'm creating an object that belongs to the "bar"-family, and I'm subsequently trying to set the values by targeting the family itself?

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  • ObjectTypeName

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/common-features/common-expressions

    I need the name of the object though, not the object type.

  • Bump.

  • I'm using "Create object (by name)" and need to be able to determine the name of the object that was just created.

    How do you fetch the name of an object?

  • The game I'm making uses external resources that are placed in the same folder as the app's directory (or in the case of macOS, within the executable .app-file.

    However, for some reason NWjs.AppFolder returns the temporary runtime directory on macOS, whereas on Windows it returns the original file location. This means that on macOS specifically, NWjs.AppFolder is almost the same as NWjs.ProjectFilesFolder, which kind of defeats the purpose of getting the AppFolder value.

    Is there any way to figure out from where the project has been run on macOS, when exporting with NWjs?

    EDIT:

    Just to add to this, I wouldn't consider getting the user's folder and checking their Applications-folder to be a good solution, even though it seems to be the only way to get anything from the .app package on macOS.

  • I have the following use case:

    • Lots of different object types are on-screen (e.g. sprites, 9-patch etc.) and moving around.
    • These moving objects will be randomly changing in z-depth.
    • Changing these object types in order to achieve a solution is not a possibility.
    • The objects and object types are many, meaning that adding them to families in order to run any checks would be cumbersome (but possible if it's the only viable solution).
    • I need to check if true, only when the player clicks on a specific sprite (i.e. I only need to run the check for this specific object) when it's not obstructed by another object.

    Or to put it in more simple terms:

    How can I check when a specific sprite object is not visually obstructed by any other visible object, at the exact point where the player is clicking on it?

  • Construct projects are based on open formats like JSON, so there's nothing stopping anyone from creating an open source competitor to Construct. As far as I'm concerned what Construct offers is a convenient interface for managing open projects rather than a locked-in engine. I think that's a great compromise for a subscription-based game development toolkit, and it ensures that we can develop solutions ourselves in the off chance that Construct 3 would stop receiving support.

  • It doesn't seem like iframes can be created or destroyed via events (even if the iframe already exists in another layout).

    Iframes only seem to work if they've been placed in a layout via the layout editor.

    Is this a bug? And if so, how can you create iframe instances via the event editor rather than having to place them via the layout editor?