sgi's Forum Posts

  • So if you change Check item ..."_Course_data" exists to Check item ..."_CourseData" exists it doesn't work?

    Edit: I didn't ask if it's the same. I was pointing out that spelling is not the same and assumed that was the problem. Det kanske beror på något annat, jag vet inte :P

    Thanks for clarifying. I must have stared myself blind on the issue being construct 2 vs construct 2, so I did not see the obvious :).

    I apparently works now when all references are the same as he file name ;)

  • Check item ..."_Course_data" exists

    On item ..."_CourseData" exists

    It's not the same?

    The first is an action that starts the check while the second is a condition that is triggered when the check is done.

  • Hi,

    can anyone pot why the "exists" and "missing" in the following code is never triggered?

    I have the exact same code in a Construct 2 project, where it worked fine, but for some reason, in my Construct 3 project the code is not triggered in either of those conditions??

  • AFAIK unused layouts and event sheets are negligible in terms of download size, and since they aren't loaded they wouldn't have any cpu, gpu, or memory overhead for the end user. Unless you've got huge amounts of unused sprite objects/textures that you don't want accessible, then not much you can do besides set up a good file versioning system in your workflow.

    Basically even if had the option to choose not to export a specific layout, the assets of a project are global and would be included in the file size regardless of what layout they are used in.

    That is exactly my issue. I want the export only to include scripts and object relevant to specified layouts :)

  • It was not the engine version, but the runtime version. I am running C2 runtime and I am therefore not able to access the new text properties added for construct 3 "text" fields.

    I need to use the C3 runtime to do so :(

  • So I have been reading about swapping old C2 functions with new C3 functions.

    however, when I right-click an old function I am not able to replace it with a new function.

    Am I overlooking something?

    I might have an answer myself. I found an older forum post that asked if there would be a function that could convert the old C2 function to the new built-in function. In one of the answers, it was mentioned that the new built-in functions only work with the C3 runtime.

    In my case, I am still having some older plugins that force me to use the old C2 runtime. I guess that could be the reason for me not being able to convert the old functions.

  • So I have been reading about swapping old C2 functions with new C3 functions.

    however, when I right-click an old function I am not able to replace it with a new function.

    Am I overlooking something?

  • The documentation says the following should be available:

    Set horizontal alignment

    Set vertical alignment

    Set line height

    Set wrapping

    I am using Construct 3 251.2. Can the older engine version be the reason?

    The version doesn't seem to be the issue here. I have gone through all newer versions (including betas) there is no mentioning of these properties being added.

  • The documentation says the following should be available:

    Set horizontal alignment

    Set vertical alignment

    Set line height

    Set wrapping

    I am using Construct 3 251.2. Can the older engine version be the reason?

  • Hi,

    Can it be true that it is not possible to change the "Wrapping" property of text through visual scripting?

  • One way is to have a loader project load other projects via iframe.

    But that doesn't really fix the issue of needing to have multiple projects to maintain.

    I would like to have everything in one project and be able to decide what is included in the final build.

    Essentially how it is now (or at least how I understand it), even if you have a project with extra layouts for testing, future expansion or work in progress, all these layouts and the belonging code will also be included in the final build/export - that is not really handy.

  • Hi,

    We are a small Serious-/learning game studio that works with clients that want data to be passed to their LMS.

    We have previously used this add-on: construct.net/en/make-games/addons/86/c3-scorm-plugin

    However, the addon is now outdated and do not run on the C3 runtime.

    We were wondering if anyone out there has the skills and the interest in updating this addon.

    The creator of the original addon has allowed for anyone to do this: github.com/Mimiste/c3-scorm-plugin/issues/2

    The payment we can discuss depending on whether you want to create it as a public solution or just as a solution delivered to us.

    Kind regards

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  • > Yeah, I just figured out that the former developer has overwritten the built-in "text" plugin.

    This is exactly the type of thing that creates horrible compatibility nightmares. Developers should never do that and users should never use any addons that do that. You are going to have a really tough time because of this.

    Your best bet is to try to remove all references to the broken plugin (as doing this is just a way to break everything), then rebuild the missing parts in the editor once you get it to import.

    I was afraid that was the case :(. Thanks for enlightening me tough :)

  • You would have to completely remove the plugin from your project.

    It is a third-party add-on, as answered in your other topic.

    It is not the Text plugin from Construct 3.

    Yeah, I just figured out that the former developer has overwritten the built-in "text" plugin.

    This means if I add/overwrite the custom/third party "text" plugin with the original I am no longer able to open the project as it will now miss an action.

    If I have to remove all references to the custom action/plugin before reverting back to the original "text" plugin I would have to remove all text objects. I would really like to find a way around that if it is possible :).

    Could it be a solution to make a C3 ported version of the custom text plugin and add it to C3? And how would that work if the custom plugin has the same name as a built-in plugin?

    Am I just f***** no matter what?

  • You can rename capx to zip, extract, then search files in "Event Sheets" folder for this string:

    <action id="7"

    It should give you the idea of what action is it, you could find and remove it in Construct 2 editor.

    It seems like it has to do with custom integration in the build-in plugin "text" (character wrapping).

    Is there a way I can just remove that custom part of the plugin or a way I can translate this custom part so the C3 editor understands it/understands that it should translate it to C3's now built-in Character wrapping functionality?