sho_nakano's Forum Posts

  • You're right, it just depends on the parameter I put in the choose() and random() then

  • so, I'm making a card game and now I'm at the part where I write the enemy AI. For now, the only way to write the AI that I can see is to make several events so that the enemy can pick the action depending on the condition.

    But if I do it like this, I'm afraid there won't be a randomness to the enemy AI. I know that this will likely lead to making enemy patterns, but I also want to add a bit of randomness in it.

    I'm curious on how others make this kind of AI in their game? Thanks.

  • For now restarting Construct 3 removes the issue, I can build a debug apk just fine. I'll stay alert of possible crashes in the future.

  • So, I've happily used Construct 3 for years and nothing bad happened, but earlier when I wanted to export my game project to mobile (Android), it crashed and gave me this error message.

    I don't know where to report this, so I put it here.

    Error report information Type: unhandled exception File: https://editor.construct.net/r388-2/main.js, line 1944, col 242 Message: Uncaught TypeError: d.getModifierState is not a function Stack: TypeError: d.getModifierState is not a function at Br.g.Mi.wQa (https://editor.construct.net/r388-2/main.js:1944:242) at fj.g.HDc.Ed (https://editor.construct.net/r388-2/main.js:1946:415) at https://editor.construct.net/r388-2/main.js:1946:139 Construct version: r388.2 URL: https://editor.construct.net/ Date: Sun Jun 16 2024 17:04:30 GMT+0700 (Indochina Time) Uptime: 19920.2 s Platform information Product: Construct 3 r388.2 (stable) Browser: Chrome 125.0.6422.142 Browser engine: Chromium Context: browser Operating system: Windows 10 Device type: desktop Device pixel ratio: 1 Logical CPU cores: 4 Approx. device memory: 8 GB User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/125.0.0.0 Safari/537.36 Language setting: en-US WebGL information Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium) Numeric version: 2 Supports NPOT textures: yes Supports GPU profiling: no Supports highp precision: yes Vendor: Google Inc. (NVIDIA) Renderer: ANGLE (NVIDIA, NVIDIA GeForce GTX 1050 Ti (0x00001C82) Direct3D11 vs_5_0 ps_5_0, D3D11) Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 1024 Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_mirror_clamp_to_edge, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex, WEBGL_stencil_texturing

    maybe it will help Ashley or other member to recognize the error.

  • yep, I used tokenAt and it works the way I want it.

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  • That might be the solution! I'll try it out and see if it works.

  • So, I have a card object that have a default animation as a back side of the card, and each card will have an element and a power. These elements and power are represented as an animation in the card object.

    The elements are fire, earth, water, air

    The power is a number from 1 t0 10

    so, the animation can be fire_1, fire_2, fire_3, all the way to fire_10. The same for other elements like water_7, earth_6, air_10, etc.

    The cards are not all created yet, since in the game they are still in the deck. The cards are created after the player (or enemy) draw the cards from the deck. I can set the correct animation to play so if the player draws 5 cards fire_1, earth_3, water_8, water_3, air_10, they all show the correct image.

    The problem starts when I want to assign the element and power to the card's instance variables (power and element has their own instance variable). At first, I imagined it'd be similar to JavaScript's split() function where I can split a string to several strings based on the separator. But I just realized I can't do this in Construct 3.

    I already look at the manual and the best thing I can find is search if a string has "fire", "earth", "water", or "air" in it, I can do this to get the element, but I can't get the power value.

    Can anyone help? Thanks.

  • ah I thought I could use peerState. I will try to do your suggestion, I'll update if I found new problems.

    edit: I tried that, and it worked! Thank you.

  • okay, so I'm making a multiplayer game and I'm working off from the Pong multiplayer example. That example waits for 3 seconds before starting the game, but what I want to do is to have both the host and peer to press "ready" button before starting the game.

    I keep getting problem here, I imagine I have to make the peer send a value to host indicating it's ready, and then I have to start the game after both the host and peer are ready. Somehow I fail to do that.

    I use

    is Host |
    is ReadyInRoom | (start game here)
    Multiplayer.PeerState(peerId, "ready") = 1 |
    

    the ReadyInRoom variable indicates if the host is ready, and the peerState indicates if the peer is ready.

  • thanks, I'll check caniplaythat out.

  • I'm still in the beginning process of making my game, but I'm thinking about how to make my game more accessible with people with disabilities. Like making sure my game can be played with only one hand, I'm also using visual cues in addition to audio cues when there's something going on with the game.

    This is something I came up myself in the middle of designing my game, I'm curious if there are more resources about this? Either blogs or Youtube videos? Especially something about making my game accessible to people with color blindness and other disabilities that they may have.

  • it worked, thanks! I didn't realize there is another trigger specifically for fade.

  • so I have a sheet like this:

    Audio On "rhymes" ended -> Audio Fade "nursery BGM" to volume to -100 over 2 seconds, then stop

    Audio On "nursery BGM" ended -> system go to rhyme_level_1

    but the game doesn't go to level 1 even though the nursery BGM ended. Does someone know why?

    Edit: I heard the nursery BGM fades out, so the first trigger did run

  • I'm making a game that was published for web for my client, the game uses iFrame objects to show the client's site and AJAX to send data to a server. Now my client asked if I can export the game for Windows. Of course, I know that windows publishing is possible, but I have concern about iFrame and AJAX objects.

    I want to know can the iFrame and AJAX object work as intended if I export the game to Windows, either using NW.js or Webview?

  • To simplify it, the game you're talking about basically have a function read/write data to server. Construct can already do that, to retrieve a JSON data from a server. However, you need to do some backend side programming to achieve what you want.