russpuppy's Forum Posts

  • Hello, I just created a new little practice tool for pixel art. It limits you to only so many colors and you can do challenges (not tons to do yet, planning more features...). You can try it if you want, feedback welcome: painty.net (also mobile friendly)

    A little example video:

    youtube.com/watch

  • This is great! Thank you! I only wish it would work with scale outer, but I may just have to make my project letterbox.

  • I have a game where you can draw pixels on the screen, like a simple pixel paint program. I want to make it so the player can export their created artwork.

    A couple of possible solutions I can think of:

    * Export the image using browser invoke download and use base64 image data. The problem with this is I don't know how to convert pixels (or pixel data, could be an array representing pixels) on the screen to base64 data.

    * Capture a snapshot. However the problem with this is I think the image size ratio would have to match the game viewport, because you can only take a screenshot of the entire viewport :(

    Any ideas?

  • This has been out for a couple of months but here's my first Construct 3 game on Steam:

    Yafti

    Subscribe to Construct videos now

    Yafti hasn't done as well as some of my other games (maybe should have spent some more time putting some polish on it), but it was fun to make. It includes a level editor.

    So far I have 6 games on Steam, three made with Construct 2, one with Construct 3, two with Unity.

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  • So in my game I have one host that is the gameplay screen for all players. They can connect to the host with different devices (a phone for example), and on their screen they would only see a controller.

    What I would like to do is sync the controls of each controller client to the host, but the host does NOT need to sync out the controller inputs to all of the different clients because all the game play happens on the host player screen.

    Is there a better way of doing this? I thought maybe broadcasting one way messages to the host might be better since you can specify the host peerId... but I'm still trying to figure out the best way to do this....

    Hopefully that's not too confusing of a question.

  • Seeing the same problem with v.29 with effects not working. I switched my export version back to NW.js v.28 and they work again.

  • Looks like it is working with wav files but not mp3...

    I would use wav but the file size is so big. Any recommendations for larger (for example, music) files?

  • thanks justifun, it works great

  • string compression like this c2 one by Rex: https://c2rexplugins.weebly.com/rex_lzstring.html

  • Hi, I want to reduce the save size of json save files. Rex has a plugin like this I think (https://c2rexplugins.weebly.com/rex_lzstring.html) but I need something similar for Construct 3... any ideas?

  • anyone have a construct 3 version of this plugin?

  • Hello friend, you still have the files to download?

    Sorry, I don't. I think I have seen some other multiplayer platform capx examples on the forum though... try searching

  • The Browser object's 'Open URL' action should work in Crosswalk in r169+.

    This isn't working for me lately recently with Crosswalk though I have gotten it to work before.

    Right now my action looks like this:

    Browser | Go to "<url here>" in a new window ("NewWindow")

    It works on my computer but not Android device. Anyone have success with this recently? Maybe I need to configure my settings in the Intel XDK or something... will post update if I figure out the solution.

    EDIT: Found the solution in another thread. You need to edit the "Intent (External Whitelist)" field in Intel XDK to either use * or if you want to specify exactly what you want to whitelist you can. Thanks to this thread for the solution:

  • Nice! I didn't know this was possible. Thank you.

  • I released my game "The Deletion on Steam today:

    http://store.steampowered.com/app/391160