UncleHo74's Recent Forum Activity

  • Hello,

    there was a bug (or missing feature) some time ago which prevented Chromium playing MP3s at least in NW.JS exports of Construct3 projects..

    See here:

    github.com/Scirra/Construct-3-bugs/issues/1343

    It's a while back, but I still seem to be unable to get my MP3s working in NW.JS exports (Win64 to be more precise).. is this the intended behaviour? I don't have an example project at hand (yet), but it's pretty straightforward.. MP3 are played when starting the project within the editor, but not after export.. doesn't matter if zipped, assets packed or whatever.

    Release r108.2 beta

  • Is this fixed in Construct 3 R98 (last stable)?

    Because.. if I start my code within Construct and try to play a sound (or mutliple sounds) after initialization of my layout, nothing happens.. I need to press a key (or input in general) first.. then all sounds start playing.

    UPDATE: Never mind.. R100 is the last stable... my offline version was still R98, so it couldn't work out..

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  • Sorry for the late answer.. yeah, maybe I will log it as a bug, but have to recreate it first, it has been a while...

  • Well, what DOES work indeed is using the Browser object and using the "execute Javascript" method... and calling the "resizeTo(width, height) "method there so the window rescales..

    (of course with some helper variables and stuff, but nethertheless..)

    But you have to avoid using the set layout scale method altogether in this case.. it works, but somehow this feels more like an ugly hack... ?

  • Yeah, maybe a bug then - does it work properly in C2?

    Not sure.. C2 is quite different, you can choose the preview browser in the project settings, but for every browser except NW.js, the layout starts as a new tab of the selected browser

    with the last active window size as far as I can see... so the size of the canvas is already different to begin with.

    NW.js starts with the original settings for the canvas and the layer, but doesn't care about scaling of the canvas at all.

    So, hard to compare C2 and C3 at the moment.

    C3 doesn't seem to have the browser setting for the project at all, maybe because it's more Chrome orientated at the moment.. I don't know for sure.

    Still, It's unclear to me if and when "set canvas size" does anything ...

  • I checked the "Set canvas size to.." action, but it's not doing anything.

    Setting the layout scale in the same event works fine, so the action should get triggered because the layout scale setting action and the "Set canvas size.." action are in the same event.

    No visible reaction regarding the canvas size during preview AND in debug mode.

    I can see in the debug window that the System.Canvas properties aren't changing at all if the action gets triggered.

    The properties ARE changing if I'm resizing the window with my mouse though....

    Any ideas?

    UPDATE: Well, there's even a tutorial for this topic.. https://www.scirra.com/tutorials/1258/c ... resolution But this is the very thing I tried to no avail... A C3 bug?

  • Have you tried "Set Canvas Size"? If you then want the pixels correspondingly to scale you can set the Layout scale.

    I'm pretty sure I did just that already .. it was even one of my first thoughts... didn't work out as planned, but I can check again.

  • Hello,

    I'm searching for a solution how to scale the complete window of the game (on the PC) without increasing the viewport, in other words, the pixels should scale als well.

    Scaling the layers works fin, but without a corresponding change of the window, it's only a zoom effect, which is nice, but not the thing I wanted to achieve..

    I tinkered around with the viewport size etc., but to no avail...

    And yes: I want to scale the window, not switch to fullscreen.

    Any suggestions?

  • Hello,

    I'm using Construct 3 R35.. a thing I noted, as soon as I put text objects in a family, the members start ignoring the "Font" setting (Web-Fonts especially, as far as I know for now the local fonts work) as soon as the project is running in the browser (preview). They are displayed correctly while still in editing mode within the level editor.

    The family has the right web-font selected, so have the family members.

    It worked in C2 (but fonts were different then as far as I know), stopped working as I ported over the project to C3.

    If I move the text objects out of the family, they work again, the web font is displayed.

    The font type is a ttf ("Orbitron-Regular" from Google Fonts).

    The behaviour is reproducible.

    UPDATE: It started working again as I deleted the family completely, created a new one and added the text objects back to the new family. Seems like a C2 -> C3 import glitch to me.

  • I've got a pause function working via "set time scale 0". Works great.

    Because I want to spice up the "PAUSED" text which is shown during paused mode, I wanted to add some effects (warp or whatever).

    Of course this doesn't work if time scale is 0, so I set a normal time scale (1.0) to the PAUSED text object.

    A "Flash" behaviour is running fine as soon as I set the time scale of this object to 1.0 again.. but the effects like "warp" etc. don't play, they are active, but

    "frozen in time".. seems they are dependant on the system time scale?

    Any ideas? Thanks!

  • It's not blank.. the animation is just a frame, not several frames, but a sprite is there.

    And it works flawlessy as soon as I start to reference the image points via their numbers, not their names..

  • > I've got my problems with image points too... I have several anmiations for an object and per anmiation different image points from where to spawn bullets from.. Accessing them via number works fine, but via name fails.. at least it seems to take a different image point than the one I want to access.. Everything works fine if there's only one animation though..

    >

    > Any ideas why accessing the image points via name fails when there are animations? (The animations are set BEFORE I try to access the image points)..

    >

    It is probably a result of the speed at which the animation is being played. By the time you see the sprite attached to the image of a frame it has already moved to the next frame and so on.

    If that is the case using the Pin behavior is a better choice as it will stay where it is supposed regardless of animation.

    If you need something moving attached to an image point you will need to slow down the frame speed to see it.

    Unlikely.. 1st, there's nothing attached there, just something spawned from the image point.. and the animation is still no "real" animation, just one frame (because not finished yet, just a placeholder).

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UncleHo74

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