pandabear7413's Recent Forum Activity

  • He could add all the events related to debugging below a specific group.

    And use "is in preview", to enable or disable that specific group.

    This is exactly what I'm doing. The "is in preview" keeps me from having to remember to remove it manually before export.

  • Thanks for the suggestions. I looked into this and couldn't get the Forge add-on to work (looks like it predates the JS modules). The base64 option sounds promising, it may be powerful enough for what I need, but I haven't found an example of how to do that in C3 and I'm guessing JS is required (not my skillset). Any chance you can point me to an example of using base64 (converting a string to/from base64) in C3?

    Thanks

  • bumping this in case someone knows

    Ashley, any thoughts? Happy to submit a feature request if needed.

  • That's quite simple indeed - Thanks!

  • Can anyone suggest some best practices for having a 'debug version' of my game? When I release my game, I want to turn off all debug features I've added (logging to screen, debug hotkeys, etc) in the released version, but I then want to turn them back on in my working version. I can see myself forgetting to turn them off for a release so wondering if there's a good approach for this?

    Thanks

  • check this: https://drive.google.com/file/d/1gIelMGvUySSHpELYSb_U-a0KvQmnI0Fo/view?usp=sharing

    I changed it to use Regular mode on the timer instead of once (as this is what you are going for here).

    That seems to keep them in sync

    Didnt even think to use the Regular mode but you're right, this is what I was looking to do. Nice and clean and it works great - thanks!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • In the attached project, I'm expecting the spikes to extend as such:

    - the left extends every 2 seconds

    - the middle extends every 4 seconds

    - the right extends every 8 seconds

    All 3 spikes extend at the same time on the first extension, but afterwards the spikes to the right begin to extend sooner than those to their left. This becomes pretty obvious after a few rounds of extensions.

    I believe this is caused by lag with the Timer behavior, and since the left spike uses timer more frequently the lag builds up quicker for that spike. Is this the case, and what can be done to eliminate the lag and have the spikes extend at the same times? FYI I want to use this timer logic or similar, something that will keep the spike objects separate and not have to know about / rely on each other.

    https://drive.google.com/file/d/1DpBYv6PBpifL0sUWjP_HyZDZn9OUHDJr/view?usp=sharing

  • On my old PC I had ~25 different editor tabs open in my project (event sheets, layouts, files, etc). Just got a new PC and I copied all my C3 project files over, but when I open the project only the main layout and its event sheet open up in tabs. Is there a way to restore the project tabs and formatting that I had on my old PC? Using Chrome fyi...

    Thanks

  • Finally getting around to this. After some experimenting, it looks like the FileURLAt(0) string is unique to the version/state of the file at load time, i.e., when you open the file with FileChooser. If the file is then changed, the original FileURLAt(0) string is no longer valid as it's pointing to a file that's no longer there in its original state. After the file was changed, if I try to open the original URL string in the browser, I get:

    Your file couldn’t be accessed: It may have been moved, edited, or deleted.

    ERR_UPLOAD_FILE_CHANGED

    Good idea tho and was worth trying, thanks for the suggestion.

  • When I select object->find all references, it lists which layouts the object is in (e.g., 2 instances on Layout1). But my layouts have lots of layers, many of which are locked, so I need to unlock the layers and search around to find the object. Is there a way to determine which layers of a layout an object is in?

  • Thanks DOP!

  • If I reduce layout scale (e.g., system->set layout scale to 0.75), the scale is reduced but the layout contents at the top of the layout canvas are no longer centered and are now in the upper left. Is there a way to reduce the layout scale yet keep contents centered in the viewport? Examples of before and after layout scale attached.

    Seems like this is a function of the viewport being anchored in the top-left corner of the canvas. I know I can pad my layout with extra space, but would rather not do that as I'm trying to apply this to many existing layouts.

pandabear7413's avatar

pandabear7413

Member since 9 May, 2021

None one is following pandabear7413 yet!

Trophy Case

  • 3-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x4
    Quick Draw First 5 people to up-vote a new Construct 3 release
  • Email Verified

Progress

10/44
How to earn trophies