TinyCrocodile's Recent Forum Activity

  • 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.

  • 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?

  • I am exploring the possibilities of the speech synthesis plugin right now. The manual says:

    "Speech synthesis expressions

    VoiceCount

    Return the number of voices available for use with speech synthesis.

    VoiceLangAt(index)

    VoiceNameAt(index)

    VoiceURIAt(index)

    Return the language, name, or URI of the voice at the given zero-based index. This can be used to show the user a list of possible voices to choose. To select a different voice, pass the appropriate voice URI to the Speak text action."

    construct.net/en/make-games/manuals/construct-3/plugin-reference/speech-synthesis

    my question is: can I use these expression in visual scripting (and if yes, how), or is this something I have to do in JavaScript?

    Does someone have experience with working with speech synthesis? How can I find out which URIs I can use on the devices and browsers?

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  • Thank you! I found this tutorial for Construct 2 which apparently is also valid for 3: construct.net/en/tutorials/savegames-313

    It does not say anything about cookies specifically, but it says that it is not possible to save in the cache and I assume that means not saving in cookies as well.

  • Is it possible to save the progress of the game online when played in the browser? For example as a cookie? If not, what would my alternatives be when the game is played in the browser? (E.g. saving on a database / saving locally etc.)

    I made some small games in Construct before, but never one where I saved the game's progress anywhere.

  • Thank you for the tip, however, I do not see a difference. Maybe the original artwork is too blurry to begin with?

    Edit: I am no artist, so I am not sure about this, but does the resolution make a difference? The original artwork has 75 dpi. Maybe thats too low res?

  • I am using a 9patch with a 400 x 400 px square texture to make a pop up window for text. The edges look quite blurry and I don't know what to do about it. I played around with the margin values, but did not see them do anything regarding the blurryness. All margins are currently set to 90.

    Can someone give me an idea what I could change to make the edges less blurry? Is it something in the texture?

  • Hi folks, since I am working on a project that will be used in education on very bad / old PCs (I don't know the exact tech specs, but they probably don't have much RAM).

    The project has currently problems running on them (html export in a browser) to a point where it does not even load on some pcs.

    Question 1:

    I know that there are some optimization options that I can choose when exporting, but are there other things besides that which I can do to make it run faster?

    Question 2:

    And while we speak about things being fast and slow, I noticed that the movements of objects run way faster on my working pc then on my phone (and on the bad pcs probably too). In Unity, when coding in C#, I always multiply fixed movement values with time.deltatime, which makes it that the speed is adjusted to a device's performance. Is there something similar I can do in Construct to make the moving appear in an universal speed?

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TinyCrocodile

Member since 18 Oct, 2021

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