You Broke It

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  • Now I know Ashley is going to say no...no we didn't...but you did. There are quite a few game out there that recently got broken and it's probably timing or maps. But man...I have to start over in Unity. Not happy and I'm done here.

  • Could you give an example?

  • I will look into it but I was linking a remote preview to a possible partner and it kept crashing. I realize this isn't much but I'm trying to work through this!

  • Getting a deprecated feature warning:

    Project property Export file structure is Flat

    ANY help would be appreciated.

  • Ok so I actually realize that I over-reacted and I apologize Ashley.

    Something is up with Sprite.Count. I spawn a few "sprites" let's call them Card. Then I do a system call if Card.Count = 0 then goto next puzzle. That is failing now and after one match in a puzzle, it just goes to the next puzzle.

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  • Bug is fixed. I'm manually tracking the Card count on create and destroy. But, something is definitely wrong with the .Count method on Sprites now.

  • You can change the export file structure in the project settings.

    You’ll have to give the exact events using sprite.count to get an exact answer, but the behavior is likely by design and is related to how picking works and how created objects aren’t immediately available for general picking.

  • Understood, but I'm not the only one. Hopefully other people with a similar problem will see this post and put in the fix.

  • If you believe you've run in to a problem with Construct and think we should fix it, please file an issue following all the guidelines. I have to point out though it's common that people make mistakes in their project and assume it's a Construct bug. Another cause of problems can be issues with browsers or system software like graphics drivers which are outside our responsibility. It's surprisingly difficult to say what the real cause of the problem was until it's fixed, so I would caution against ever jumping to conclusions - even if you think it's obvious.

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