TinyCrocodile's Forum Posts

  • I am making my first steps in the timeline animation and noticed that you can add an audio track into it. This is cool per se, but is it possible to not play the audio if the player chose to mute sounds?

    In my settings menu, I have options to mute music, voice and sound separately. Up until now I have written a function that I use to play audio clips, but only when audio is not muted. Obviously, that is not compatible with the timeline, since the timeline starts audio in its own way.

    Is there a way I can do that in the timeline as well?

  • So I saw a similar description in this thread: construct.net/en/forum/construct-3/how-do-i-8/sound-doesnt-play-130580

    but I am not sure if this is actually my problem because its already 6 years old.

    We are making a game that is played in the browser.

    When I start it on my pc in firefox, I don't hear sound or music until I click for the first time.

    When I start it on my pc in chrome, the sound is even blocked by the browser and I have to actively remove the blocked sound.

    When I or my husband start the game on our android phones (firefox or chrome), we don't encounter this problem, the sound always plays right on start of the game.

    We heard from testers that they had sound issues too, a lot of them playing on iOs on I presume Safari.

    Is there anything we can do? Around the "you have to click first" issue we could do a workaround, but getting blocked on Chrome? The users think its a bug on our end and are angry.

  • Thanks!

    Edit: yes its CSS, also the meta data of maximum-scale=1.0 is already set in the index html, so it should have been applied in the first place. I hope the enforced 16 pixel will do the trick.

    Old answer:

    Since there is no such setting on the text input, I guess I have to do it with CSS? (Curiously, I can disable the setting of "auto font size", but doing so does not pop up a font size setting.)

  • The most simple way is to set the input font size to 16px or more.

    Also Use maximum-scale=1 in the viewport meta tag.

    Thank you for your answer! Is the viewport meta tag something I can edit in Construct? Or is this something that is done on the webpage that is used for hosting? (Currently I use itch.io but the game will be later uploaded on a "regular" webpage.)

  • I put a text input field in my game, in which the players are supposed to enter a password.

    On an iphone however, the browser zooms in on the inputfield and stays there, so that the rest of the game is not playable.

    Is there a way I can suppress the zooming in?

    Is there another way to make a text input field?

    Tagged:

  • Thank you both, so if I understand correctly, you don't use the actual booleans for this, but use number variables to store 0 or 1?

  • I am quite new to the topic of saving and loading, so I'd appreciate some help.

    I want to save and load a bunch of settings by using the local storage. For example, I have a global bool variable, that checks if sounds are active.

    When the player closes the settings menu, I want the settings not only be stored in the global variable, but stored in the local storage as well, so that the player does not have to readjust their settings the next time they start the game.

    I found the option to save data to the local storage by using "set item xyz to myValue", and I use "get item xyz" when the game starts.

    The problem now is that I can't set a global bool variable to the content of another variable. I only have the option to toggle, or to set it to true or false. I can't set the bool to whatever is stored in the local storage.

    I saw that there is something called binary data, but from what I read it did not lool like it is for booleans, but it looks like it works as some kind of buffer.

    Can someone give me a hint please on how I can save and load bools with the local storage?

    Tagged:

  • Thank you! I'll check it out as soon as I can :D that would be really awesome, because the 3D camera gives me lots of headscratches.

  • So after trying out some stuff I came to this conclusion: technically it IS possible if you rotate the camera around the card, but I wonder if its worth the effort, because thinking in 3d space makes my brain melt.

    In another threat, someone linked a 2D animation example: construct.net/en/forum/construct-3/how-do-i-8/flip-card-object-156305

    And now I have to think about if I want to go the hard way or the easy way.

  • I would like to have 3D playing cards in the game, that I can let fly around and flip like analog playing cards. I already set up a flat 3d object that represents a card, but now I am wondering if is actually possible to flip it around. Imagine having a card stack and turning the first card over to see whats on it.

    Can I flip / tilt a 3d shape, or will it always be facing in the same directions no matter what?

    If flipping is not possible, what options do I have? I was thinking about moving the camera instead, but I just want to flip one card over, not all of them.

    Is there a way to reach the same effect with just 2D? It would be really cool to see a flip animation / rotation and not just switch from the backside to the front in one frame.

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  • Hey, I am glad you are interested in making games more accessible too! I was able to implement some accessibility features. This is what I did:

    1. using the "read aloud" option on text elements that was suggested by fedca earlier (this only works with a screen reader though, if you want to read the text to everyone, I suggest speech synthesis)

    2. making sure the font had a good readability, size and contrast with the background

    3. making the font scalable

    4. adding easy language texts (were provided by the contractor) as an alternative to the more complex texts

    5. not having excessive effects and animations that could disturb players

    6. providing a portrait mode (the screenreader useage gets messed up when you rotate the phone in landscape mode)

    7. this was the biggest surprise: using the html buttons

    Html buttons are already quite accessible, e.g. they are "seen" and read aloud by the screen reader, without any extra checkbox like for text elements - they will be read aloud at any time though, they can't be "hidden" like when you place an element outside the viewport. I'd need to check the project again to see how I solved this.

    Html buttons also can be accessed by using the tab key on the keyboard helping ppl who don't have a mouse. Screenreader useres also use the tab key to navigate. Note: your elements should be in an order that makes sense to tab through. I had some struggles with that, but again, I'd have to check the project to see how I solved this. I think the solution was to make a layout plan BEFORE I put the elements in and then creating the elements in the order they are supposed to be accessed (e.g. buttons and texts in the upper left corner first, buttons and texts in the lower right corner last).

    What I could not provide: a scrollbar that is accessible with the keyboard and with the voice control. I used the ProUI plugin which is easy to use, but unfortunately not good for accessibility out of the box. In the next project I want to experiment with the iframe instead of a text element to see if that could work - it already comes with its own scrollbar. I also could not add alt text to the images, I would have had to come up with a custom solution. Since the images of the project were not super important to the useage, just eye candy, we did not provide alt texts.

    I hope this helps, let me know when you have any questions and good luck!

  • So I fiddled around with the functionality, just in case someone else stumbles over the same problem. I found out:

    - it might not be possible to call the vibrate on layout start

    - there is a webpage on which one can check compatibilities in browsers, e.g. for vibration: caniuse.com/vibration

    what is weird thouhg is that the vibration SHOULD work on firefox android, but it does not work on multiple devices (while it works in chrome on the same device) - so far no idea why

  • Aww what a bummer. I already bought it ages ago, but now experienced a black screen.

    For me the problem was that I did not include the plugin object in the project. So if anyone experiences a black screen because of the plugin, check if you actually included it as an object in the project! It also needs to be initialized in the code section. I forgot about that again and again and wondered why it did not work properly.

  • The browser plugin allows for a use of a vibrate function - it is supposed to vibrate when the browser and device supports it. How can I find out which browsers support the vibration?

    I tested it in chrome on my Android device, and in Firefox on another Android device with no effect. I just used the standard pattern of 2 seconds vibrating, 1 second pause, 2 seconds vibrating (which is entered automatically when choosing the action). My phone is definetly able to vibrate (it does so when it receives calls or notifications), but it does not vibrate with the vibration command.

    How can I find out why it does not work? I assume that Chrome and Firefox are widely used browsers, so I guess it should work with them?

  • Hi folks, any news on this? I can't even find the plugin or the help pages on the construct page. Is this plugin dead?