pandabear7413's Recent Forum Activity

  • I use the '[' character in many of my text objects (for example, a prompt that reads "[space] to continue"), but I need to escape that character with backslash in order for C3 to render it properly. But if I try to search for '[' in the C3 find bar, no results are returned. What should I search for to return everything that includes the '[' character? I tried [, \[, \\[, "\[", but nothing has worked so far. If I search for "\", it will find "\[space] to continue", but will show it as "\ to continue".

    Is this a bug/limitation, or is there a certain character sequence I need to use?

  • I reported this issue and with help from Ashley determined it happens when the ExpressVPN extension is enabled with Chrome. Just wondering if any other ExpressVPN users are having the same issue?

    Thanks

  • Basically what this post was asking, but want to see if there's been any updates... Is there still no option to get a sprite's animation list from an eventsheet?

  • Does anyone have an example of a gallery layout (with event sheet) that they can share? I'm looking for something like the level selection example, but instead of using the mouse to select a level, the player navigates the different tiles (which are thumbnails of pictures) with the arrow keys and selects one with the space key. It then opens up the selected picture in a fullsceen/full-window mode.

    Figured I'd ask since I'm guessing this is a fairly common item and I didn't want to reinvent the wheel.

    Thanks

  • tl;dr -- Is it possible to dynamically set the text for Text objects in the layout view?

    I have a number of 'door' sprites in my layout, each of which has a 'doorID' text instance variable that specifies which door it leads to. I find myself constantly selecting the door objects in the layout view to see which door they lead to, so I added a Text object to the layout for each door. I then manually set the text for that Text object to its corresponding door's doorID value (via cut and paste). This allows me to easily see this doorID text without having to click on each door. And these Text objects are visible in the layout view but hidden at runtime.

    Instead of using the manual cut-and-past approach above, is it possible to dynamically set the text for Text objects in the layout view? Any other suggestions that may help here?

    Thanks

  • I'm running into some strange behavior when using function maps with system->load and system->save. Basically, if system->save was called in a layout's event sheet, and functions were mapped to a function map in that layout's "on start of layout" event, those functions will not be in the function map if I call system->load from another layout.

    This project shows the issue: To duplicate:

    - Preview project

    - Press 'go to layout' button

    - Select 'blue' and press call- color should turn to blue

    - Press 'save' button

    - Close project preview

    - Preview project again

    - Press 'load' button

    - Select 'blue' and press call - color is now black

    Because function Blue is mapped in levelLayout->on start of layout, it's being ignored/forgotten when calling system->load from titleLayout.

    Is this a bug? Or does system->load ignore "on start of layout" events? So far I've only seen function maps affected by this, otherwise things that were set in "on start of layout" seem to be retained after calling system->load.

  • Thanks Ashley for the reply, that's a good survey to use. I'm confused about what's going on though (turns out it's not a x64/x86 issue) so I'll create another thread for that.

  • I export my game to WebView2 and include both an x86 and an x64 build. The game uses system->save and system->load for savegames. I noticed a weird issue today: if I create a savegame using system->save in the x86 version, and then load that savegame using system->load in the x64 version, one of the functions in my functionMap isn't being called. Same thing happens if I create a savegame using system->save in the x64 version, and then load that savegame using system->load in the x86 version.

    It's a weird issue since only one of my functions is affected. So a few questions:

    - Any idea why a function in a functionMap would be affected by this, while everything else seems to work properly?

    - Is there any strong reason to ship x86 WebView2 games? I figured everyone was on x64 by now, and I'm only focused on Windows.

    Thanks

  • TLDR - it seems like templates don't properly set object origins...

    I'm trying to use template to set the origin for Text objects (going to use them to create a menu system). I created 2 templates of my Text object: leftOriginTemplate and rightOriginTemplate. I then added a new Text object to my layout and its origin was automatically set to left, probably because leftOriginTemplate was the first Text object created on that layout.

    I then renamed this new Text object "replica" and made it a replica of rightOriginTemplate. It inherited all the elements of rightOriginTemplate, and shows Origin as 'right' in the Properties bar, but the actual origin is still left. I can manually change the origin in the Properties bar to 'right' (have to change it to something else first, and then back to 'right'), and it will then correctly set the origin to 'right', but if I then make replica a replica of leftOriginTemplate, it doesn't change to origin to 'left' as it should.

    Screenshots have some of this highlighted in red boxes. Should I submit this as a bug?

  • I'm not quite ready to upgrade my project to r327. I want to keep using r317-2 for the time being. With certain older releases I can just add the version number to the URL, e.g., https://editor.construct.net/r293/. However, https://editor.construct.net/r317-2/ just loads r327. How can I access r317-2?

    Thanks

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  • The Spawn another object action of Sprite is not yet supported.

    Is this still on the roadmap, and is there a general timeline?

  • This pic is from an old tutorial. I can't figure out how to create such a circle with faded edges in the sprite editor. Is it possible, and can someone explain how?

    Thanks

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pandabear7413

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