StefanN's Forum Posts

  • Hello,

    I'm looking for someone to help me build an SDK for Construct 3 that will send some information to my site.

    In the beginning, I need to send:

    - current level (if the game is having levels)

    - total levels (if the game is having levels)

    - when the player died

    - when the player finishes a level

    - score

    - game name

    - game ID

    In Construct 3, the developer should create simple events for each one. Besides that, the developer should be able to write the name of the game and a unique game ID.

    All these pieces of information should be sent once the status of the game changes, for example, the player died, won, or finished the game.

    If someone is interested, we can talk more about how to make it, integration, details, and so on.

    Of course, as it's already written in the title, this is a paid job.

    Feel free to come up with ideas, suggestions, and so on.

    Thank you, and have a great day! :)

  • Oh, I see. Ok. Thank you very much!

  • Thanks for that. I tried something from there, and yes, it's better. But, on Android is normal to have that loading time? Shouldn't be loaded instantly?

  • Hello,

    I have a game that takes like 10-15 seconds until the loading screen from Construct 3 occurs. The same problem is on any platform I export it, web, Android, or Windows.

    Has anybody had this type of problem?

    The game can be found here: nstefan.itch.io/fnf-2-players

    I'm open to any ideas.

  • Hello,

    I'm looking for a Construct 3 Developer for a project.

    A long-story-short about the game:

    We need a game where the player can choose from multiple servers. Some of them, for example, 5, with a maximum of 10-15 players need to be created by us and hosted on our servers so that will be available for players 24/24 hours.

    Besides those, we need to have an option for players to create their server with/without a password. If there is a password, then the server will be private, and you can join just with a shared link, if no password, then you can join from a list.

    The mechanic of the game will be a simple one and will be told in private.

    Anybody interested?

    Tagged:

  • Hi. Yes, I saw that.. I was looking for a solution on how to not trigger that. I didn't manage to make it work as I wanted.

  • Hi,

    I have a small project where I want to draw on a canvas using DrawingCanvas from C3. Everything works correctly until here.

    I added 2 buttons, one for zoom in (scale up the layer at 1.5) and one for zoom out (scale down at 1).

    The problem is that when I scale up/down, whatever I draw until then will be erased. The same happened on mobile if I will switch from the portrait to landscape.

    Anybody had this problem? How can I solve it?

    Thanks! :)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello,

    I have a problem with updating game projects to our server.

    For the purpose of example:

    When the game is on version 1.0.0, I upload the .zip project (Construct 3 export as HTML5). The game will be available for the players at the following address: justanexample.com/myproject/index.html.

    Everything workes great.

    Let's say in 1 week I make an improvement on the game and I want to make an update to the game files located on my server. I go in the exact same folder "/myproject", I delete everything and I'm uploading the new files there.

    The problems is that now the game will not work on the exact same address justanexample.com/myproject/index.html. If I try to go there, I will get the following error:

    c3runtime.js:30 Uncaught (in promise) TypeError: Cannot read property 'Je' of undefined at f.self.TS [as qy] (c3runtime.js:30) at f.lW (c3runtime.js:23) at a (c3runtime.js:24) at e.rv.wb (c3runtime.js:24) at e.Cj.wb (c3runtime.js:23) at e.Jr.wb (c3runtime.js:23) at e.WU.wb (c3runtime.js:23) at e.nL.E4 (c3runtime.js:28) at e.nL.Jf (c3runtime.js:28) at async InitRuntime (workermain.js:1)

    I don't understand why. If I upload the same files to a new folder, everything works.

    So, my question: how do I update the game files to a server?

    Thank you! :)

  • Try running the following script on start of your first layout:

    > 
    window.addEventListener('keydown', event => {
    if ([' '].includes(event.key)) {
    event.preventDefault();
    }
    });
    
    

    dop2000, it seems that your code is working! :)

    Thank you very much for your help!

  • Try running the following script on start of your first layout:

    > 
    window.addEventListener('keydown', event => {
    if ([' '].includes(event.key)) {
    event.preventDefault();
    }
    });
    
    

    I'm out of the city for the moment, but I will get to it in 1-2 days. I will come back with updates. Thank you for the suggestion!

  • Full screen?

    Unfortunately, this is not a solution because the game will be published on different platforms via iframe. So, the game will be played in 960x540 (for example) 90% of the time.

  • It works fine for me. As ever, if you run in to problems please file an issue following all the guidelines, otherwise it's difficult to help.

    Hello,

    Ok, I will file an issue there, but I want to know if there is a possibility to transfer the source file privately?

    I don't want to have the source file public.

    Thank you!

  • Hello,

    After updating to r230, I can't view the project anymore. When I press the preview button (any type of preview), I see just a black screen.

    The timer is stopped at 0.

    If I go to debug preview and pause the game and after that unpause, the timer will start, but the game will load just for 1-2 seconds, and after that will stop. The timer will not stop.

    I wanted to open the file with a stable version of the engine, but I can't.

    What I should do in this case?

    Thank you. :)

    Ashley

    Tagged:

  • Hello,

    I have a typing game and I used a "Text" object to display what the user is typing.

    I hardcoded all the letters, numbers, and special buttons like Backspace, Shift, Space, Enter - that's because when you hit one of those an effect will occur.

    The problem is that when I export the game and I upload it to a site when the user hits SPACE, the browser will scroll down.

    How can I solve this problem?

    Thank you! :)

  • if you use a monospace font or a sprite font, you can do some calculations

    https://drive.google.com/file/d/1ZKe6oDW63TadkGy-U6c1Y8S-CkHtHF1G/view?usp=sharing

    Hi mrcgkh,

    This is how I made it in the end.

    I don't use a monospace/sprite font, but it worked to set the X position of the effect to "Self.X + random(30,50)" once the player will write a letter.

    So, when a player write "a", but "cursor" will move from initial X to "Self.X + random(30,50)". To control the line in the text, I put a maxim of 12 characters on the line and calculate where the Y of the line will be, so, when the "cursor" reach the line limit (12 characters), to the text I will append a newline and the cursor position will go to X=first_letter and Y=second_line.

    It is not 100% perfect, but it works.

    Have a great day! :)