Headbang Games's Forum Posts

  • Ok, this is surely a bug..

    I noticed that I was passing the numbers as strings to begin with, like so "3".

    So I changed it into numbers and I didn't get an error message when I tried to convert, but it didn't convert it either.

    Using the find references to function returns nothing, and with a text search I see that the new function event was created one line below the old one, but that line of code is not appearing on the event sheet.

  • I converted most of my old functions into the new builtin function.

    I have a few function which are sending param 0 as a string and param 1 as a number.

    The auto conversation doesn't allow me to convert this function.

    I tried adding str() on those number, since I only use it as a text anyways. but it didn't help.

    Is there a work around to make the conversion work, or do I need to do it manually?

    Is there a limit to having param 0 as a string and param 1 as a number?

    I also noticed that functions are global now, you can call them from any eventsheet even if they are not attached, is this by design or a bug?

    Ashley

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  • Should I concern myself with changing old function usage on converted projects to new method?

    What about the Kongregate plugin? Do you have access to it?

  • Cool, thanks!

  • When I open a new project in Construct 3 NWjs 193 beta, I can't add the function object to the project.

    When I import old C2 projects that already have the plugin, it works.

    And I see it in the addon manager.

    I also notice that the Kongregate plugin doesn't show up, maybe others too...

    Ashley What can cause this?

  • Hmmm,

    "Memory management now waits for objects created in 'On start of layout' to finish loading before drawing anything"

    So this means, I don't need to do anything?

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  • I see, thanks for the info, I will get around to it eventually, when I'll find the time to do all the pasting on tons of layouts.

    But it is nice to know that I can apply a quick fix in the meanwhile with a couple of events, even if it means an extra second or two of loading.

  • Oh cool, this is new!

    So there is a feature I was missing after all :)

    Thanks, I'll give it a go.

  • Or otherwise, make the on object created trigger only after the image is loaded.

  • I remember this feature from when I worked with an old adventure game engine called wintermute.

    You had the on start of layout condition and also on before layout loads.

    Basically it means that the layout won't show until all the logic and objects created in that event are completely done.

    I wouldn't mind handling it myself, but for that I would need an on image load trigger.

    Image url loaded only works if you change the image, but if you create a new object that the image is not loaded into the memory, there is no way to tell when the image has finished loading.

    Currently I just wait like one second and hope it's all loaded (that really depends on the system speed).

  • Yikes, that's manually adding dozens of objects to hundreds of layouts.

    Are there any thoughts or future plans to on before layout loads, or is it not feasible?

  • I'm not sure if it's a bug, or some new feature I'm missing that I should turn on or pay attention to.

    So, I moved one of my projects from C2 to C3 and I notice that objects I'm creating on start of layout appears after the layout is rendered to the screen.

    This was a small project and the delay was rather short.

    I moved another project, bigger one, with more objects created on the start of the layout and I get an even longer delay.

    This did not happen in C2, with the same project/layouts/events.

    Is there a way to make sure all objects are created on start of layout are fully loaded before the screen is rendered?

    Ashley

  • I use the official share plugin to show the "rate my app" dialogue when the user exit the game.

    Can I somehow detect if the user close the dialogue box or possibly if he choose "no" or "rate"?

    The plugin has conditions only for share complete and share fail, but not for rating (I tried, didn't work).

  • The only weird thing about this is that you are using a Tiled Background as an enemy. The Tiled Background is for a background, it doesn't have a collision box that you can edit.

    That's nonsense, it depends on the obstacle type, if full square collision is valid for the obstacle, then there's nothing wrong with checking collision with it.

    I use it to make stretching walls or lasers, lava and more...