Ouikka's Recent Forum Activity

  • Hi guys !

    If some of you are on Bluesky, I'm trying to put together a starter pack with Construct 3 devs : https://go.bsky.app/Kwf5PxU

    If you want to be added, just let me know and give me your bluesky handle. It would be nice to have a bigger visibility about C3 made games and gamedevs.

    Cheers!

  • Some exists, like Chowdren. But the prices of a port are extremely high, unfortunately. Seems C3 won't be able to export to consoles easily any time soon, as it's not a concern for the team.

  • To be honest, it's concerning. Once I've finished the current project I'm working on, I'm planning to do another one that targets consoles.

    But choosing Construct 3 without knowing if exporting on consoles will be available once the project is finished is problematic.

    Now, I don't doubt the efficiency of Chowdren matpow2. It seems to be a really cool piece of software and I'm strongly considering it. But the problem is that third party are unreliable by nature. What if the company folds? Or is unavailable for various reasons like it's the case for NotionGames? (being overworked, focusing on their own games, too many projects etc etc)

    I don't suggest Scirra should develop an in-house export option. It's too much work. But having a clear list of third parties companies, or an official partnership with Chowdren, or some kind of a clear pipeline for console export would help reassure developers.

    Nobody want to create a game only to get stuck with something unusable after all that hard work.

    And if Construct 3 wants to really solidify as a true professional engine in the long run, that's something they should address somehow.

    I just did. With the single file, I'm able to open it with the browser version of Construct.

    The desktop one still freeze but hey, at least I can open my project. Thanks!

    I recieve the exact same error in the browser version and the exact same longer Save period, the only difference is that I can't open the project at all from the nw.js version. I though the longer save period and the error happening were "normal" for the browser version, as up until now I've always used the desktop one and only because I can't load my folder project did I move to the browser one - where, incidentaly, I can't load my project on every attempt (1 of 5 ~).

    I just tried severely trimming down my project, removed some 3000 + images (frames) worth of objects and the issues seem to have dissapeared. So project size is obviously related.

    I have exactly the same problem. I'm trying to open a large project, and I can't. I updated everything, but it doesn't open either with the desktop app or the browser version. It just freeze.

    Which is very annoying because I didn't keep a single file save -_-

  • Hi everyone! I want to create a top down game where the player move the character using a gamepad and is stopped by solid.

    I'm using the 8direction behavior for the moment ut I'm unsatisfied because I want the character to move in the precise direction of the gamepad left stick. And the 8 direction behavior only goes to... 8 directions. So I lose precision.

    I also want the player to walk if the stick is not too inclined, and run if it is.

    I know I can find the stick angle using the expression angle(0, 0, Gamepadbeta.Axis(0, 0), Gamepadbeta.Axis(0, 1)) but after that, I'm lost.

    I have no idea if I need to use the Vector X/Vector Y options of the 8directions behavior, or MoveTo, or what would be the kind of code or lines to move it.

    Any help?

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  • I had a similar bug recently after updating to Construct r233.

    The fade in/out didn't work and caused the others actions below it to crash. I reverted to r227 and it works fine. If I remember correctly, the editor opened a popup talking about a Javascript error.

    I'll try to check it out if I have time to come up with the precise error log.

  • Any news on this one? I'm trying to have a vertical slice of my game for a festival in April, but with this bug my version just won't work :'(

  • In this case, if the obstacle is placed in the new layout outside the boundaries of the previous one (see my previous updated capx), the regenerate map option does not work. Obstacles are updated, but not the layout size, wich prevent the sprite to find his way, because construct does not calculate path outside of canvas.

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  • I've encoutered the same problem.

    I'm working on a game where characters move between points in a scene using the pathfinding behavior.

    They are also global objects, moving from scene to scene (from a layout to another).

    But if they move from a layout to a bigger one, the bug jmberaldo mentionned happens. At some point, my characters stop at the limit of the previous layout. Or, if they were placed outside the boundaries of the previous layout, they don't move at all.

    Updated example is the capx.

    h*t*t*p*s://drive.google.com/file/d/0B6Z98-dLzRUmdVFtcmlxd29UZ1U/view?usp=sharing

    EDIT : (I've checked if obstacles were properly regenerated. They are.So the problem lies with construct not taking account of the new dimension of the layout)

  • Does anybody knows a simpler solution than the high rate/speed for a short period of time?

    I'll investigate this as well, but something simpler would be nice ^^

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Ouikka

Member since 3 May, 2014

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