quackgyver's Recent Forum Activity

  • For some reason, when TiledBackgrounds are applied as an object face for 3D objects, they become horizontally stretched.

    This is despite the fact that the original image is perfectly symmetric.

    See the attached screenshot.

    What's causing this, and how can it be fixed?

    Thanks in advance.

  • It seems that textures with alpha transparency act as masks in 3D objects.

    See the attached image:

    What is causing this issue, and how can it be fixed?

    Thanks in advance.

  • You'll unfortunately have to re-adjust the zheights of everything after that change. It's typically the first thing I change when working with 3d. Apart from that I don't know how to fix the extreme editor z scaling.

    Yeah but again, it doesn't fix the issue. It just changes the unit to a smaller one. The Z-scaling in the editor will be the same regardless.

  • In the project properties you can set the z scale from normalized to regular.

    That doesn't change the extreme Z-scaling in the editor. It just changes the unit that is used for Z-scaling. It might look like it fixes the problem because it makes everything less tall in the editor, but that's because it also makes everything less tall in-game - which makes everything look squished. As soon as you increase the height of everything to make it look normal again, you're back where you started.

  • When it comes to 3D objects, everything in the editor is much taller than it is in-game. For instance, 3D objects may look like perfect cubes in the editor - while having less than half the height in-game.

    Since even a moderately tall object will extend far beyond the edge of the viewport, it makes it impossible to work comfortably with arranging 3D objects.

    It's almost as if the 3D projection in the editor has an extreme FOV effect applied.

    Is there any way to visually reduce the height of the 3D objects in the editor so that small objects don't appear taller than they are in-game?

    Thanks in advance.

  • Platform and browser? Time to file a bug report.

    Safari on macOS.

    I wasn't aware that this was a bug. Feel free to file a bug report if you want.

  • Works fine for me, with or without pointer lock. Is your event sheet linked? Do you have any other events that change the debug text?

    The events in my screenshot is the entirety of the events in the project. Nothing else should be affecting the debug text output.

    dropbox.com/scl/fi/msvxhwdkq3qtlupllfs1r/mousemovement.c3p

    Yeah, this also doesn't work for me. It just shows 0.

  • Hi,

    I've got my events set up as such:

    However, Mouse.MovementX and Mouse.MovementY won't update:

    The code I'm using to output the values is:

    "MovementX: "&Mouse.MovementX& "MovementY: "&Mouse.MovementY

    Anyone know why it won't work?

    Thanks in advance.

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  • It doesn't really seem like preloading is respected in Safari on macOS.

    I've set up a "trigger once" to preload a sound effect from the "Sounds" folder.

    Once 2 seconds has passed and all preloads are complete, the project proceeds to the next action, which plays the sound effect in sync with an animation.

    This works fine on all browsers except for Safari on macOS.

    The issues with Safari on macOS specifically are:

    - In preview mode, no audio plays at all.

    - In remote preview audio doesn't seem to preload the way it does in other browsers, and the sound effect lags behind.

    Anyone know why this is and how to fix it?

  • What's causing this error message, and how can it be resolved?

  • What C3 object ?

    Please provide clearer informations regarding what you are trying to achieve and how your project is configured for that currently.

    Sure, I can break down the use case described in the original post:

    • We're storing the URI of an image resource somewhere in Construct 3 (variable, object data or otherwise).
    • We need convert the image that is accessible via the URI to base64.
    • We don't want to use plugins to achieve this (or at the very least not non-vanilla plugins).

    You recommended using JavaScript to achieve the conversion from image to base64, but my question is how we would be able to access a URI that is stored somewhere in Construct in JavaScript code, given that the URI is stored somewhere in the project.

    EDIT:

    If it helps, we can imagine for the sake of discussion that the URI is stored in a parsed JSON object that we would want to be able to access via JavaScript, assuming that JavaScript is the only way to achieve the desired result.

  • You could use the binary plugin to hold the base64 data, and get it from there.

    I meant the other way around. How do I access the URI that I have in a Construct 3 object from within a snippet of JavaScript code?

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quackgyver

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