bwnate's Forum Posts

  • Piggybacking on this as Im also interested in the Touchpad Stuff -- curious if theres a method to access the left and right touchpad inputs?

    Ill try to answer what i can of the other questions:

    1. Technically yes. I've actually found the Greengrinds plugin to have better support for Steam API tho. construct.net/en/make-games/addons/244/greengrinds

    2. Steam Deck has an interface to close games. (use the steam button to bring up a menu, then hit "Close Game"). Most games typically have a "Quit Game" option on the main menu though. I think its preferred especially if people want to go full screen. Games always launch full screen if youre in the Game mode (not desktop mode). So typically games with a "Full Screen" option will just.. do nothing when you enable/disable it. Still good to have for people playing on desktop or in desktop mode of steam deck.

    3. Yeah I know greengrinds for sure has an "Is on SteamDeck" event condition. I think the official plugin does as well.

    4. I think Browser-Close is best. tie that to an in-game Quit button and youre good!

    5. Steam Deck has its own unique button for bringing up steam menus / overlays. So just use whatever button you feel is best -- it wont conflict with default steam deck inputs! I think you WILL need to map the gamepad start button to do what you want it to do. Basically if you connect a Xbox / Playstation controller and setup your game to work for the gamepad, the gamepad settings should carry over to the steamdeck 1:1. So you can basically use a gamepad to test steam deck functionality.

    6. this is what im stuck on too. ill try some stuff this week and let you know if i learn anything, but happy to get any info if anyone else has the knowledge already available 😃

  • I always found it interesting to follow along with dev blogs and see videos showing works-in-progress but im not sure how desirable that is for others? Are there certain things you WISH other developers would be more transparent about? Are there parts of the process you enjoy even thought they seem kind of silly? What do you connect most with?

    Tagged:

  • It sounds like they came up with their own vector graphics renderer. It's the kind of thing browsers can already do (via SVG or canvas2d).

    Thank you for the reply!

  • Hey yall, Ive been recently learning more about Dynamic layers but to be honest i dont fully understand... when to use them?

    At first I thought it would be great to setup a bunch of global layers for different UI screens and keep them all in a standalone layout / a single spot which would make it a ton easier to reuse ui across projects as you could basically be building a 'master ui template' for games that use a similar ui, and then just load up the screens / layers as i need them / remove them as theyre done.

    That said after digging it does look like Dynamic layers actually support Global layers so now im left wondering... what are they for? I cant really think of an example where I'd want to dynamically generate a layer other than just to put everything in a "bucket" that i can then quickly remove / destroy?

    Anyone have an example of how they're using Dynamic Layers? (System > Add Layer / System > Remove Layer).

    Thanks! ❤️

  • Ashley Please excuse my ignorance but is there any way something like this could hypothetically / one day / theoretically help with Construct3 / Animate?

    rive.app/blog/rive-renderer-now-open-source-and-available-on-all-platforms

    Just saw it today and was curious! 😊

    - Nate

    Tagged:

  • and I donno wth, i swear i tried this before but maybe caching was messing with it... This is all I had to do:

    Open the IFRAME's index.html (ie the games exported index.html) and add this to the head, between some script tags:

    window.addEventListener("keydown", function(e) { if(["Space","ArrowUp","ArrowDown","ArrowLeft","ArrowRight"].indexOf(e.code) > -1) { e.preventDefault(); } }, false);

    That seemed to solve it!

  • Updated the URL so it points to the parent page with the iframe.

    Also I tried adding a keyboard object and setting "Blank" events for the "On Key Pressed -> Up Arrow, etc" and it didnt seem to make a difference. Same issue: arrow keys scroll the page once the iframe is in focus.

  • I have been banging my head against this all afternoon. I was going to reply to the other threads on this but they are so old it wouldnt let me.

    I went as far as to create a blank project with only a Square with "Tile Movement" behaviour & Default Controls enables (Arrow Keys).

    The end result is no matter what I try, when the iFrame is in focus, the keyboard arrows control the browser's scrolling.

    Check this URL: bluewizard.com/nate/_games/test.php

    I tried adding some code:

    window.addEventListener("keydown", function(e) { // space and arrow keys if([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) { e.preventDefault(); } }, false);

    to preventDefault on the arrow keys both to the Parent page, and the iframe's index.html, but the best i can do seems to be that i can prevent scrolling on the main parent page. As soon as I click the iframe to control the square, the arrow keys go back to scrolling the page.

    Clicking outside the iframe back on the arrow keys will prevent them from scrolling again.

    Anyone have this solved already? I'd be so grateful for your advice / solution!

  • monkeydisko or Ashley - could you confirm if using the "Request IDFA" line of code actually brings up the native App Tracking Transparency dialog / confirmation popup? This one:

    Im not using this plugin nor AdMob so I can't test myself but I wanted to provide some info to Chadori / Construct Master Collection to see if this is something that could possibly be implemented into a standalone plugin in some way..

  • Ashley - just wanted to confirm this was in the latest Stable version of construct? I built last version with r241 but I'm still getting the warning when i upload a binary to the Google Play dashboard.

    Thanks!

  • Biggity bump for H2O Delirious Coverage!

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  • AllanR you are a master, thank you so much for your help. Ill dig into this today. I really appreciate your support - lemme know if i can paypal you some money for a couple coffees/beers. :)

  • DiegoM or AllanR - Ive tried breaking up my large level array into smaller 100-depth arrays to fit within the limit but i dont really know the best way to load those in / combine them into a single array now.. would you happen to have any advice?

    Previously I was simply using the AJAX object to

    On Start of Layout

    - Request Levels.json (Tag "Levels")

    On Ajax "Levels" Completed

    - LevelArray -> Load from JSON string AJAX.LastData

    But now since i have 3 arrays, im not sure how to easily transfer the contents of all 3 into one single array (which i use for outputting the next levels randomly as you play).

    I really appreciate any help you could give.

  • DiegoM

    Yeah my level sheets are 8x8 so definitely small. Is there some kinda JS hack or something i can do to allow > 100 depth? :D

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  • Ah I just saw AllanR's post. I definitely could just have multiple arrays with 100 values each. Ill look at setting that up and that should tide me over for now. Is there a reason its limited to 100? Like is there a concern if i have arrays that big? For the purposes of my game I will probably want to combine my multiple Arrays into one for the level creation during gameplay but is that a problem in any way?

    Thanks again!