Delphawi's Recent Forum Activity

  • Makes sense, Thank you.

    Another suggestion: is it possible to create a new type of folders; so the current normal Folders are for editor only, and the new "Runtime Folders" will exist in the exported game?

    I think this way, previous projects won't break. And for new projects, the developer can choose which folder he/she wants to add based on the use case.

    It is a useful feature for big projects, specially with scripts. I had to add a JS SDK (with lots of files) to a project once, and the sdk files got mixed up with my own export later.

    Another use case was that I used dictionary files to expose variables to the client (so he can change the data immediately without asking me to change, re-export, and re-send the whole project), and my design files were mixed with the rest of the export files, which made it a bit difficult for him to find a specific file (among other files I used).

    Thank you.

  • Folders are just for organisation in the editor. They're not used on export mainly because it's difficult to change now, as many projects exist that request names like "file.txt" and expect the fetch to work even if it's in a subfolder. If we change that, those projects will break.

    Could there be an option for that in Project Properties?

    A bit similar to legacy scripting; so people can choose to use folders in-editor only vs. editor+runtime.

    If it is not so much work, I think it will be a great addition.

    Thank you.

  • Hello,

    I noticed the foldera I create in the Project hierarchy are not used in the final export. I have different groups of files that need to be loaded at runtime, each group has the same number of files with the same names. So I put each group's files in one folder under Files.

    After export I noticed C3 puts all the files next to the index.html directly.

    Even calling the file using Load Image from URL ignored the folders I created. (e.g. had to write the URI as "name.png" instead of "group1/name.png".

    I recall the same happened with folders under Scripts.

    Folders are basically for organization while editing, not at runtime. If that's true, what's the reason please?

    Thank you.

  • Thanks a lot oosyrag and !

    For my case, I used a TBG and this code:

    Every tick :: Set TBG.ImageOffsetY = TiledBackground.ImageOffsetY + Speed * dt

  • Hello,

    I have tried different methods to make a background scroll and wrap around flawlessly.

    One way is using 2 instance and pinning/hierarchy them together. But when running the game, they look like one is dragging the other.

    I tried using Tiled Background and moving it around + resizing it at the same time, but it was a bit complex.

    The approach I used was using 2 instances with Bullet behavior with the same speed. It mostly worked, but there are noticeable tears where they meet. It is not noticeable when the bullet moves at high speed, but it is there.

    All approaches use the Wrap behavior. But the problem with it is that it needs the whole object to go outside of layout before it wraps around. Is there a way to make the object "partially" wrap? i.e. the parts outside of layout wrap around.

    I don't know if I need to change some options in the Layer/Project properties for this to work.

    Thank you.

  • Delphawi So if you set the inputbox font larger than 16px, the screen is not resized when mobile keyboard opens?

    Yes. I set up my CSS font-size to 18px, and Safari stopped auto-zooming.

    The SO answer said some browsers auto-zoom if they thought the font size is too small (below 16px in this case).

    You can test it on your browser, in case each browser defined a different limit on size.

  • I used this answer. Basically, make the font size larger than 16px (I was using CSS to set it to 2vw)

  • Check this thread

    https://www.construct.net/en/forum/construct-3/how-do-i-8/stop-androids-on-screen-153087

    Thank you very much!

    I will give it a try.

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  • Thank you.

    It will still require Browser to Invoke Download of the file.

    I can save to Binary Data, then to Local Storage. But how can I let the user save this data as a separate file (not just data within Local Storage)?

    Thank you.

  • Hello,

    I have an InputField. When the user clicks on it on android, the layout resize to let the keyboard take the bottom of the screen.

    How to prevent this? I.e: How to keep the canvas size the same, and show the keyboard on top of it, instead of under it.

    I tried logging width and height. Only PlatformInfo.CanvasDeviceWidth/Height are changing when the resize happen (+ Browser fires OnResize). So I know when it happens, but I don't know how to revert this resize from code?

    ViewportWidth/Height, LayoutWidth/Height, OriginalViewportWidth/Height all show no change during resize.

    Thank you.

    Tagged:

  • Can it be done with Cordova in some way?

  • Hello,

    Using the Browser plugin, I can download the CanvasSnapshot on Web, but that doesn't work on Android.

    I used the Share plugin, but in order to download, I have to share the picture and download it through separate apps..

    I there a way (with scripting or without) to download the CanvasSnapshot directly as png file?

    Thank you.

    Tagged:

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Delphawi

Member since 3 Dec, 2013

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