TinyCrocodile's Recent Forum Activity

  • I would like to tell an animation that is currently running to stop AND run until its finished.

    I have a talk animation that is played as long as the according speech file is playing. Once the speech file stops, the animation stops as well. I use the "stop animation" command for that.

    It stops the animation, but then stays on the current frame, which looks weird when it hits a frame in which the character has their mouth open. I can do a "hard reset" by setting the animation frame to 0, where the mouth is closed, but that looks jarring, since the animation is not arriving smoothly there.

    There is a "repeat to" setting in the animation, but I guess that is not used when the animation is stopped with "stop animation".

    Is there any way to stop the animation in a smooth way, maybe by disabling the "loop" property in the code? If that is possible, I haven't found the command.

  • I am running into trouble loading the content in my game. The zip file is ~72 MB (mostly due to voice recording files). Of course it takes quite some time to load for the first time which alone would be ok.

    My problems start when loading does not seem to be over after the loading screen. I am currently staying in a hotel with really crappy hotel wifi.

    I was under the assumption that as soon as the loading bar was full (we are using the built-in loading screen), the game would have all it needs ready to go. This does not seem to be the case. After the loading screen, the screen stays black and it takes some time until the first layout is displayed.

    Text, which I load from json files, is displayed with a delay, and are sometimes only loaded in time after I refreshed the page 3 times, causing the game to load again and again. Voice files start playing with a delay too.

    It seems as if the game's overall performance is worse when the internet connection is bad. Is this assumption correct?

    Why isn't all content loaded after the loading screen is over? Shouldn't the loading screen be the safeguard against that? Or am I missing something and the issue lies somewhere else?

    I tested with my phone as well as with my laptop, both in the same bad connection. There is no noticeable difference. With my pc at home, which has a stable and fast internet connection, I don't encounter these problems.

    Any idea what I can do?

  • Thank you for your offer to check my project, DiegoM, but as this is contract work I do for someone else, I am afraid I can't share it. I managed to work without timeline audio for now, but will look into fedca 's recommendation for next time (thank you for that!)

    What I implemented is a function that checks if sounds should be muted before playing the sounds. So instead of sound being muted in my game, it is actually not even played (see screenshot). I thought that might me more watertight, but I guess working with the tags makes way more sense!

  • 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?

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  • 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.

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TinyCrocodile

Member since 18 Oct, 2021

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