dop2000's Recent Forum Activity

  • Check if these buttons work in a browser:

    onlinemictest.com/controller-tester

    greggman.github.io/html5-gamepad-test

  • Yeah, that example is pretty crazy, I don't understand half of it. But the light streaks are easy to make:

    dropbox.com/scl/fi/jwuqelur50c527xo7u6gv/ShinyCard.c3p

  • The easiest solution is to create all objects on each level in advance, and then pick and activate them one-by-one when needed. If there are not too many objects, you can do this manually in layout editor - say, add 10 asteroids, 10 enemy1, 5 enemy2, 1 boss etc.

    Add them all to a family. Every 1000px pick a random family member, move it to the screen and activate its behaviors.

    With a large number of objects you can still do something similar:

    On Start of layout
     Repeat 100 times: Create asteroid at (-9999,-9999)
     Repeat 200 times: Create enemy1 at (-9999,-9999)
     ....
    

    For a large number of levels you can use an array or JSON. I'm not sure about SQLLite, it will probably be an overkill.

    I actually find it easier to enter data in table format in the Array Editor (or you can copy from Excel), and then convert the array to JSON in runtime:

    Each level in the array is on a separate sheet.

  • Not just boolean variables, but there are also no boolean properties like Obj.IsVisible or Obj.CollisionsEnabled - which would be super-useful for code optimization.

    Years ago I posted on the first suggestion platform and Ashley explained why they won't do this, but I don't remember what was his reasoning..

    You can try posting here.

  • Like I said, you need to post your code. Read this post:

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

  • Does it work correctly with one character? Then you are probably not picking the right character for each boomerang. Can't tell you more without seeing your code.

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  • It's a runtime error, which should be reported. Try to re-create it in a small project and file a bug report:

    github.com/Scirra/Construct-bugs/issues

  • Say, the total distance is 25.3px, you want to represent it as "10".

    Add a variable f=10/23.5=0.4255

    So, for example, as the ball flies you can show the distance it has traveled as (RealDistanceInPixels*f)

  • Do I have to import Steamworks SDK files to my Construct 3 project before exporting the game?

    No, but you can import a text file steam_appid.txt with just your APP ID in it.

    Export the game with DevTools enabled, make sure Steam is running, launch the game (directly from your drive, no need to upload to Steam). Try to activate an achievement, press F12 and see if there are any error messages in the console.

  • Most games ignore the system scaling setting and don't resize their content. Besides, in a mobile game I need to make sure that touch controls are always usable. I can't just scale things down without knowing the physical screen size. The same button may be fine on a tablet, but will be too small for mobile phone screen - impossible to control without a pen.

    I guess the safest solution is to add an in-game setting for UI scale and allow users to change it.

  • On mobile devices, your best bet is probably just to rely on the screen size reported by Platform Info. That is in CSS pixels so does not vary with the device pixel ratio,

    Unfortunately, when I change scaling/text size in my phone settings, this changes the screen size in CSS pixels reported by PlatformInfo, as well as the device pixel ratio.

    Same phone, different settings:

    CanvasCssHeight=510, pixel ratio=2.1

    CanvasCssHeight=320, pixel ratio=3.37

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dop2000

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