dop2000's Forum Posts

  • Try to replicate the problem in a small test project, make sure it works in old C3 release and is broken in new C3. Then file a bug report:

    github.com/Scirra/Construct-bugs/issues

    This is a problem with backward compatibility, so it should be quickly fixed.

  • Well, it's hard to tell what could be wrong without the project file. One possible reason is that the object you are trying to move to top/bottom hasn't been created yet. If you create the object in the same tick, you have to wait until the end of the tick in other events to pick and make changes to it.

    Try adding a test event and see if it works:

    On key "Z" pressed -> Object move to bottom of layer

  • Check out this post:

    construct.net/en/forum/construct-3/how-do-i-8/detect-sol-empty-181557

    You can do the same:

    Array var1=value1
    Array var2=value2 
    
    Else : Call function
    
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  • I suggest running the project in Debug Mode (Shift+F4). Check each object - make sure it's on the right layer, check their z-index and z-elevation.

    I noticed that you have a bunch of "Wait for previous action to complete" on your second screenshot. It should only be used with asynchronous actions, the way you are using it is wrong and it potentially can cause some bugs. If you need to wait till the end of the tick, use "Wait 0 seconds"

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  • There is probably too much data on the Inspect tab to update - for example you have too many layers or variables.

  • What NWjs version did you use and what is the addon version? Is worker enabled or disabled? Did you remove Greenworks addon from the project?

    Try NWjs 82, Greengrinds 1.5.0, Worker=disabled. You don't need to add any library files after the export, and if you have added them to the project - remove them. Only steam_appid.txt if you want to test without uploading to Steam.

    Export with Devtools enabled, run the game on your PC, press F12 and check for error messages in the console.

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  • I don't know how to explain it :) I guess an 'offset' is a more accurate word.

    It's half of the character width, try changing it and see what happens.

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  • There's probably a mistake in calculations. But your code is impossible to understand.. You have almost 500 events which probably could be optimized to 50 or less. You need to read about functions.

    I suggest temporarily disabling those tweens and replacing them with simple "Text set Y". See if this fixes the issue with uneven spacing. If it does, the problem is likely with wrong timings - you are calculating the coordinates for new tweens based on previous tweens which have not finished yet. But this is just a theory.

    Use Debug Mode - you will be able to pause the game and check everything. Console logging is also extremely useful when troubleshooting - add "Browser Log" actions to key events, you can print out information like object coordinates, variables etc. Press F12 in preview and check the log.

  • 'Switch case' won't be much shorter than a bunch of 'ifs'.

    Like I said, you can use chooseindex or ternary operators to create objects by name:

    Create (a=1 ? "Zombie" : a=2 ? "Goblin" : a=3 ? "Troll" : "Skeleton")

    If you need to assign an instance variable you will have to add all these objects to a family and pick last created instance:

    Pick Last Created MonstersFamily

    MonstersFamily set health to (a=1 ? 5 : a=2 ? 10 : a=3 ? 50 : 3)

  • This is an old and known problem with texts in C3 - some fonts are rendered differently on different platforms.

    Try other alignment options - top, bottom.

    Try a different font.

    If nothing helps, use a spritefont.

  • You can add NPC sprite and the array to a container. Then each NPC instance will have its own instance of the array.

    Also, arrays are global by default, but you can change this. Then it will be created only when an NPC is created. Find more about containers in the manual:

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers