Ashley's Recent Forum Activity

  • I'm not clear what you're doing or if you're even using Construct? If you're not getting help you should provide more information and details to ensure others can help you, rather than just constantly bumping the thread.

  • The tutorial Offline games in Construct covers this. You can use the Browser object to detect update events and auto-update, and you can also look in the browser console to see what's going on as Construct logs update events there too.

    FWIW Wordle isn't uploading new content every day - it's just one app with a database of words for all the future day's puzzles. So it can load new puzzles every day without needing to update or load any new content.

  • That's how it's always worked - Sprites all share the same source set of textures.

  • If more than 1 collaborator adds a new behavior, effect, object type, family, layout, event sheet, script, or timeline, it modifies the .c3proj and creates a conflict.

    This should not create a conflict as long as separate parts of the file were modified. It should only be a conflict if two people both try to commit changes at the same time that both affect the same line (e.g. both adding an object to the same folder).

    That really is just how source control works - I suppose Construct could load things some other way, but that doesn't prevent conflicts. You'll still get conflicts if two people modify the same image, edit the same comment, change the same instance variable, etc. etc. The best approach to avoid conflicts is to assign clear roles on the team - for example we have clearly assigned code areas for working on Construct itself, so we rarely have to modify the same thing and rarely ever get conflicts.

    Again, not the expert here, but sequential UIDs might not be the safest approach.

    It's true sequential UIDs don't work well for merging, and it's been a problem before. However I think there's a smarter way to solve this than just adding a whole new kind of UID: in r348 there's a new project property you can change that assigns all UIDs as random numbers with at least 6 digits. Therefore if two people add new objects, the chance they are assigned the same UID is negligible. I think if you set your project in to this mode it should avoid this type of problem happening.

  • There are new script APIs in r348 that let you do this, e.g. replaceCurrentAnimationFrame(blob). You can use it to load a URL like this:

    const response = await fetch(url);
    const blob = await response.blob();
    await spriteInst.replaceCurrentAnimationFrame(blob);
    

    The fact it uses a Blob helps make it flexible for other purposes like locally generated content.

  • If Construct let you place layers on top of HTML elements, would that solve a lot of the problems then? I had a feature like that planned.

    I think people mean lots of different things when they say "UI" - sometimes it means things like text inputs, which browsers already do very well, and are often very tricky with in-house engines. Playing Valheim recently I noticed the text inputs are kind of janky with poor support for selections, keyboard shortcuts, and other missing features - I think that's some in-engine Unity plugin. The browser built-in stuff is actually very sophisticated, something I went in to detail on in this blog. In other words, doing this in-engine is extremely difficult and a colossal amount of work, and even then it doesn't always reach the standard of a basic part of a browser engine!

    I don't think it's even feasible for us to address this as we just don't have a large enough team, which is why I'm focused on making HTML and CSS work - and if we can get it integrating nicely it will probably end up a much more powerful and flexible system than if we did it ourselves. Still, third-party developers could give an in-engine UI system a go if they really wanted to - best of luck to them if they try!

  • HTML does have it's limitations, but I think it still serves well for certain UI uses. The original post was asking about making simple scrolling text. That's just one line of CSS, as I showed.

    As another example, suppose you want to show a scrolling data table in your game. Do you really need a whole stack of built-in plugins to handle that, which would probably still be only a fraction as powerful as HTML, when you can just use a HTML table? There's also plenty of free guides out there for learning HTML and CSS, it's incredibly powerful, and you'll be learning industry-standard technologies that you can get a job in rather than some tool-specific details.

  • NW.js works the same as Chrome - it's saved to browser storage in an internal database. You can access it via developer tools (press F12, in the IndexedDB section).

  • You can do a great deal of all that with the HTML element object. Construct comes with examples with things like richly formatted text, scrolling data tables, popup menus and dialogs, all using HTML and CSS. For example you can get scrolling text by just adding a HTML element, entering some text in to it, and giving it the CSS style overflow-y: auto.

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  • Hi Ashley thanks, I'm trying to create an exe because I would like to pass the file to a person every certain progress of the game and a single file would be much more comfortable.

    Why not just zip the exported files and send them the zip file? You can also use Remote Preview for quick previews over the Internet which might be even more convenient.

    I'm afraid we can't allow forum posts asking to circumvent the subscription requirements of Construct, so thread closed.

  • Why do you need only one file? It shouldn't be too much of a problem to have an export that uses multiple files.

    You could take a look at this tutorial though.

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Ashley

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