rcab's Recent Forum Activity

  • Hey everyone,

    I'm having issues with Armor Games's build review process, and I can't tell what's wrong here. Trying to identify the issue/talk with people who went through AG's build process too!

    I get this error message in the test environment, folks from AG are wondering if it's a whitelisting/sub-domain issue?

    I don't know how CORS/whitelisting and sub-domain stuff work at all, I didn't change anything and I don't know how to whitelist *.armorgames neither (if that's the issue).

    My build might have some Steam API integration files in it, could that be the issue?

  • as if the loopindex wasn't working? I'm not sure

  • the empty cells have 0 by default, I checked in debug + tried switching to Value at INVArray.At(Loopindex) = "" and it wouldn't even send data to the first cell anymore. Even with the stop look it won't fill all empty cells, just the first one?

  • Hey, thanks I wasn't aware of this! I switched the function to this but it still doesn't work, I feel like something is missing. I did check in debug mode and the global var "itempickedup" is updated correctly so it should be able to send the right information to my array?

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  • Hey folks!

    I've read a lot of array tutorials etc but i've been stuck on this inventory feature, it's pretty much the first time I'm doing one of these.

    My inventory is a fixed 6 slot INV made of 6 instances of an object called InventorySlot. the object has 3 variables : ID, Content, and an "full" bool to check its state.

    I also have an array called "INVArray" with 6 elements.

    The idea is that, when I pickup an item on the ground, I fetch the item name (stored in a instanced string) and store it in a global var "itempickedup".

    When the item is picked up, it triggers a function CheckInventorySpace that, in theory, should loop for all 6 elements of the array, find the first cell available, check if it is empty, and set its value to "itempickedup". But it doesn't work!

    I manage to update the first cell and send the item name to the array, but it won't work after that.

    What am I doing wrong?

    Thank you in advance!

  • hi, I love Construct 3, but it's just too expensive now, I can't afford it anymore. Do you think Construct 2 is still viable for small commercial games, even though it's not updated anymore?

  • Hey folks! I was thinking about prototyping a phone app today, I'm quite experienced in using Construct for games, but I was wondering if you think it feasible to make an app (probably just a prototype) in C3 that is :

    - responsive

    - sending/receiving data from servers

    - could support some sort of payment system? even if it's redirecting to a browser link or something like that

    - has text chat features

    - safe? (i'm not a web developer, idk i'm not sure if Construct has the tools to ensure privacy and safety for transactions, text messages etc)

    - that could show you content based on your gps location?

    I won't go in too much detail here, but I'm looking at ways to share mutual aid requests/offers

    I know a few people that could help me with the technical needs of an app like that, as I definitely don't have the expertise for this, but I was wondering if you did a non-game app with C3 or something similar? if yes how did it go?

  • Hey, thank you so much for the example! The thing I didn't realized about Canvas is that you MUST have your sprite overlapping the canvas to paste its texture. I thought I could just "send" the texture to the canvas! I ended up adding an invisible canvas that covers the whole screen and with this small script :

    I paste the texture, download it, and it has transparency!!

    Thank you again for your help :)

  • Yeah I thought about doing that! But since it's a screenshot of the whole screen, it doesn't keep transparency right? I think that's the main issue for me here.

    I have an update though! I was looking at old posts and I thought about using the Drawing Canvas? Basically instead of saving a image of my object, I would paste the object's image (with effects) on the DrawingCanvas, then save the DrawingCanvas itself!

    But for some reason it just won't paste anything.

    This was my trigger

    I also tried the paste feature on a blank project, I had a sprite on screen and the canvas next to it, and the code was like :

    On start of layout, paste sprite (with effects) on DrawingCanvas

    And it didn't work either :( So maybe there's an issue with the canvas itself, I'm not sure. I feel like if the canvas works this would be a good way of keeping transparency?

  • Hey folks!

    I have a basic texture with a stack of effects I'm tweaking, I know how filechooser works for loading imgs to objects, but is there any way to save an object's current texture (being changed by FX) on my computer? I could just use the snapshot canvas feature, but I don't want to save the background color, or other sprites visible on screen, I just really want the selected objected saved with transparency included.

    Is there anything I could do? If there's nothing available with visual scripting, do you think I could add some javascript in a specific event to save the file? not sure how that work but I definitely have a few programmer friends that could help me with this.

    Thank you in advance for your help!

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rcab

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