Anonymousking's Forum Posts

  • 10 posts
  • Well now I have a new problem. I added three little squares to move using sine while there’s nothing too heavy going on, to keep it at 60 FPS, and that worked. But in my current game, every time I press 1 it respawns an enemy that already starts moving in a direction. In preview, this enemy respawns normally, but in debug, at the moment it respawns it moves a little and then the debug freezes, dropping back to 0 FPS. Could someone help me?

  • I figured it out. Apparently the debug stays at 0 FPS if it doesn’t detect anything moving, like animations, sines, etc. My project for now is just a few squares, and when I press 1 on the keyboard the characters start moving, so that was it.

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  • I’m having a problem in Construct 3 where I simply can’t view the debug properly. Every time I open debug in new projects, it shows 0 FPS. However, if I open my older project, the FPS appears normal in debug mode.

    This issue only happens in debug mode, the preview runs normally. I’ve already tried clearing cookies, restarting my computer, testing on three different browsers, and even using another PC with Windows 11 (mine is Windows 10), but the problem still happens the same way.

    Scirra’s help templates, like “Turret Defense,” run normally at 60 FPS in debug mode. I thought about adding my assets to that template to test it, but as soon as I add my assets and code, the debug drops to 0 FPS.

    I really don’t know what else to do. Could someone help me?

    Tagged:

  • A code like this? I tested this and it didn't work unfortunately:

    SteamOverlayAPI.OpenURL("https://store.steampowered.com/app/1234567/");

  • I'm making a demo for Steam and I have a wishlist button. I want the game to open on Steam itself, I see several other games doing this but I can't think of a way to do it. Does anyone have any idea if it is possible with a plugin or with js?

    Tagged:

  • Hello!

    1 - You can use any effects you want on the spritefont object; however, in this version, you cannot control specific characters. But you can trigger effects when certain words are typed, chosen by you (or by the player if you have a system for that, which would be to get a string that the player typed and put it in the array in the correct place).

    2 - Yes, you can. There is a variable that corresponds to who is speaking. After choosing the location of the balloon where you want the image to appear, just create it, and in each speech, change the animation to the name that corresponds to this variable.

    3 - Yes, you can use it that way if you want.

  • Here it is, my way didn't work so I ended up using a family for that.

  • This else needs to be removed, it is sending the other block to always be 0 if the green block is not overlapping. Put that if the green block is not overlapping and the red block is = 1 it will be = 0. And that if a red block with value 1 is overlapping a block with value 0, that block will also have value 0. If the red block with value 0 is overlapping one with value 1, this block will also become 1, but here it would need the condition of the green block overlapping some red block. I believe this would work!

  • Well i have this template on store, maybe helps: construct.net/en/game-assets/game-templates/dialogue-system-speech-bubbles-3575

  • hey guys! I came to present a template for a dialog system with speech bubbles. With a fully commented and well explained project and an instruction manual, whoever acquires it will be able to make any dialogue with speech bubbles and the best, customize it in several possible ways that are also explained in the manual! There's no similar content on the internet, so it's pretty unique content. For those who buy it, I hope you like it:

    construct.net/en/game-assets/game-templates/dialogue-system-speech-bubbles-3575

  • 10 posts