Headbang Games's Recent Forum Activity

  • Thanks for the answer, I appreciate your input.

    I figured there is a limit and I would have stress test that but yeah, it's not an optimal solution.

    Though basically the whole layout area is 1920px (6 sections of 320 that loop). The area is just a round corridor with doors, so I don't imagine anyone walking in circles more than 2-3 times, but I would probably want to have 10 loops just to be sure. Hopefully pathfinding can handle 20,000px.

    If I really have no choice I thought of maybe breaking the 3rd wall as an option, "hey you reached the end of the world, please turn back" or something like that :)

    As for EasyStarJS, I prefer not use 3rd party addons, as I've been burned before with unmaintained and broken addons.

    P.S I'm already using an invisible tilemap to set the blocked cells, I didn't intend on centering it on the player, as I would probably need to regenerate the map every tick, I just have a tilemap for each section, and when I push that section to the other side, I regenerate the area around it.

  • Ashley Do you think an action to set the pathfinding cell area bounds is something feasible, should I bother with posting it as a suggestion?

    I understand that the bounding was added to avoid infinite memory usage.

    But in my case I really don't need more than 600px, I just need to be able to move it around.

  • So, in my game I use pathFinding to control my character.

    Now, I want to make one layout with infinite scroll.

    My problem is that pathFinding cannot move outside of the layout, and basically the layout size doesn't play a role here, since I'm using unbound scrolling and just move sections from left to right or right to left as they leave the viewport.

    Is there any way to get around pathfinding outside the layout bounds?

    A few other solution that I thought of were to:

    1. Make a really really really big layout and hope no one walks that far in circles :)

    2. Use a different move behavior or keep the player centered and scroll the scene around him, though those will open some cans of worms with a bunch of logic I already have setup around the pathfinding. Which I'm hoping to avoid.

    Anyone has another idea?

    Tagged:

  • OK, so I found that with js I can get screen.availLeft and screen.availTop

    These return the left and top edges of the screen the app is running on, which fix the positioning issue when running on a secondary screen.

    Are those values available anywhere in C3?

  • Hi everyone,

    I'm trying to preset the window size and position for webView2 exports and I'm running into a few issues.

    1. This is probably a bug I should report, but I noticed that when using Windows Scale to anything higher than 100% the platformInfo.ScreenWidth return a lower value than what the screen actually is. On 1920x1080, I get 1536 width with scale set to 125%. Though setting the window width to screenWidth does cover the whole surface, so maybe it is by design.

    2. Another small issue I noticed is that setting the window position (with the browser object) to 0,0 doesn't really put it on the edge, I need to set it to -7.5,0 for it to be aligned left, this also happens with 100% Scale.

    3. Probably the most important issue, If I use two screens with extended layout. When running the exe from the first screen it works fine, but if I run it from the second screen, using -7.5 position for the X puts the window on the first screen (screen width does return the second screen width, so I get a big window that overflow into the second screen).

    Is there a way to get the X,Y coordinates of the screen the app runs on?

    Alternatively, is there a way to know if two or more screens are used, get the width and position of each of them and know on which of the screens the app is running?

    4. Is there a way to set the window to maximize?

    Ashley Any insight?

  • Thankyou Headbang Games

    I tried it but still is not working.

    Any suggestion?

    I meant you don't even need the variable, user "compare two values", where the first value is missile.count (that's how many missile instances are currently existing in runtime).

    Using a variable should also work, but you don't really need it. If you're using a variable, make sure you destroy the missiles in every event and reduce the variable number (outside of bounds, hitting something, or whatever other events you have for the missiles).

  • You can just check this:

    system -> compare two variables -> missile.count < 3

  • You have an expression family.ObjectTypeName

    I'm not sure if it is exposed to JS, but it probably is.

    So yeah, it is :)

    After picking use:

    weaponInInv[0].objectType.name

  • > 1. There used to be an option for fixed or evergreen exports, it seems like it's only evergreen now, why is that?

    Fixed mode is still supported. It's covered in the Exporting to Windows with the WebView2 wrapper tutorial. I would recommend the latest version though - fears of breakage are usually over-done, as Construct's web exports have been working reliably for years, and even if something breaks, you can always patch your game.

    Thanks for that, I did look at that page, I don't know how I missed that part :)

    > 2. If I use either types of export, I assume there still can be future updates to the exe and dll provided with the export on C3 side, how do I track if and when a new version of that is released?

    Just keep an eye on the changelogs of releases - any such changes will be noted.

    Sure, I figured it would, but in the long run, if I don't follow all updates, it would be easy to miss out on something like this, maybe you can put a version number on the export screen or have a dedicated post/page that we can track.

    On that note, a possible suggestion would be to add a search the release page for keywords, so we can isolate changes made to specific plugins/features, it can also help a lot with bug reports and tracking when things changed and possibly broke.

    > 3. Possibility of controlling the data folder name? -> see this post:

    > construct.net/en/forum/construct-3/how-do-i-8/control-name-data-directory-180023

    I don't see any reason why this needs to be changed.

    Mainly for cosmetic preferences, but it's not a big issue.

    > 4. In theory will it be possible to run C3 editor with it as we used to do with NWjs?

    No, we plan to keep Construct running in the browser. The NW.js editor had a bunch of bugs and limitations due to not being a real browser, and it really has negligible benefit these days anyway, as you can do things like use project folders directly in the browser now (which was one of the main original motivations for having a desktop download).

    I get that NWjs had issues, and I'm not talking about bringing back support for that, but isn't webview2 consider a more native browser than NWjs?

  • 1. There used to be an option for fixed or evergreen exports, it seems like it's only evergreen now, why is that?

    I get that using the latest version is always recommended, but it might also break things and then it's out of my hands.

    2. If I use either types of export, I assume there still can be future updates to the exe and dll provided with the export on C3 side, how do I track if and when a new version of that is released?

    3. Possibility of controlling the data folder name? -> see this post:

    construct.net/en/forum/construct-3/how-do-i-8/control-name-data-directory-180023

    4. In theory will it be possible to run C3 editor with it as we used to do with NWjs?

    As there are still some browser quirks that affects my experience, such as keyboard shortcuts, showing the X icon on the top of the preview window, requiring user confirmation each time I access a project file and a few other stuff.

    Ashley Any insights to share?

    Tagged:

  • Haha, so yeah, it is hard coded in the exe, I can change it with an hex editor but I'm limited to 3 letters :)

    I tried looking for a Chromium command-line arguments that might override that, but no luck...

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  • I know it's a little petty of me, but I don't care much for the WWW name of the data directory, is there a way to change that?

    My guess is that it's hard coded in the executable, but still it doesn't hurt to ask :)

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Headbang Games

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