MessMess's Recent Forum Activity

  • I switched to Chrome on my Apple Laptop and uploads work great. Something has broken on Safari upload for me (but it definitely isn't a Construct 3 issue). In any case, I can now upload again (with Chrome).

    Thanks everyone for the help and suggestions.

  • I tried exporting and uploading:

    - a brand new project.

    - the project I had previously uploaded for round 1 of the game jam.

    Both failed instantly.

    I think something must be up with the exports not working. The only thing I can think of that changed is that I updated to the latest version of Construct 3.

    EDIT: After more testing I was able to upload the same export file from a PC (I normally work on an Apple Laptop with Safari), so the problem seems to lie there.

  • I tried making a new game on itch and uploading and I got the same error message. It's clearly unhappy with something in my upload file, but I have no idea what it could be. This is so frustrating.

  • Thank you both for testing. My zip file is only 2.8 MB.

    Not sure what it doesn't like. I keep exporting it again and hoping something will be different, but it keeps rejecting it.

    I'm not sure what to try next. I wish itch would give me a useful error message.

  • I'm in the second round of a game jam which ends tomorrow.

    A few days ago I uploaded my game to itch (standard html export) and it worked perfectly.

    Today, I tried to upload the latest version of the game and I keep getting the error: "There was a problem completing your upload."

    Unfortunately, this error message gives me no idea what's going wrong.

    I really didn't make any major changes to my game. I did upgrade to the latest version of C3. Could something have gone wrong with the exporter?

    Is anyone else able to upload to itch or having similar issues?

    Any suggestions would be appreciated, as I have 24 hours to figure this out.

    Tagged:

  • Make a square sprite that you use for clicking, set it invisible, then use hierarchies to add the deflector as a child to that sprite. There's probably more nuance to this but I don't know your project exactly so I can't comment on that.

    https://www.construct.net/en/make-games/manuals/construct-3/interface/layout-view#internalH1Link4

    You can then use the "Pick children" condition of the sprite to pick the deflector itself if you need it for something (like rotating)

    WackyToasterYou're awesome. An invisible square object on top, was the way to go. Thanks!

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  • Here is a screenshot from my current game:

    The map is a grid and on these square sit objects that you can select and interact with. All of these objects are roughly square like, except for the "deflectors' which look like slashes.

    The problem is, it's easy to click/select the other objects, but it can be tricky to click on the selectors since they are skinny. Here is a picture of a deflector with it's collision polygon:

    My question is, how do I keep the collision polygon that size, so that bullets will properly collide and deflect off of it, while allowing someone to click it by selecting anywhere on the whole square?

  • Cycle through family member example: dropbox.com/scl/fi/n29erzi09qc0wg8ghtkw2/cycle_through_family.c3p

    alextroThank you so much for this amazing example! That is exactly what I needed. You are the best!

  • You could use IID which is unique identifier of each instance starting at 0. So using a global variable to compare with, you have an event that always highlights the instance where object.iid=globalvariable, the first instance at IID 0 would be selected. When you press tab you add 1 to the global variable so it moves between them. You would need one additional bit of logic where gv is higher than the number of objects so that would be something like gv = object.count - > set gv to 0, to cycle back round to the first one. Because IID is kind of creation order the selection might seem random to the player but I did ask.

    lionzAs always, your advice is awesome and much appreciated.

  • It's simple to do but you didn't mention how they should be ordered. The 'next' object relates to what?

    lionzThat's a great question. Honestly, I don't know that the order really matters in this. I just want to let the player tab through them, one at a time and then cycle around. As long as none of them are skipped, I'm happy.

  • I have a family called: "Selects".

    The "Select" family, contains several different sprite objects.

    Each object has a boolean instance variable called "select".

    At the start of the game, one of the objects is selected (its select value is true - all the others are false).

    I want to be able to hit the tab key, deselect the current object, and then select the next object in the "Selects" family.

    I know how to hit tab and I know how to get all the objects in the "Selects" family, but how do I move them all at one at time (and then cycle back around to the beginning?

    Tagged:

  • Easy.

    - Add a Mouse object.

    - Create an Event: Mouse - On Object Clicked (select the Text Object).

    Then create any action you want to occur after the click.

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MessMess

Member since 22 Nov, 2023

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