dop2000's Forum Posts

  • Another option is to add all these array into a family. Then you could pick family instance by name, using this condition:

    System Pick ArrayFamily by evaluate: ArrayFamily.ObjectTypeName=nameVar

    .

    You can also use a single array object with several instances - just like you do with sprites. Each instance will store strings for one language. Define an instance variable "lang" on the array and pick array instance by variable value.

  • Even if it "almost works", that second event on your screenshot runs on every tick, which is wrong. It also has "Wait 4 seconds" in it, which makes the engine to create hundreds of delayed threads. This is a serious mistake, that can cause poor performance and nasty bugs, you should definitely fix it.

  • Currently event #2 on your screenshot runs on every tick.

    It needs to be a sub-event inside of event #1. Then it will run only when the button is clicked.

  • Which behavior are you using for movement? With TileMovement you can do something like this:

  • Only the first bullet flies away from the character

    Run the project in Debug Mode (Shift+F4). After firing a second bullet pause the preview and then find the bullet in the list of objects on the left. Check how many instances of the bullet are there, check their properties. Maybe the new bullet is invisible, or on a wrong layer, or has wrong coordinates etc.

    Debug Mode is a super useful tool for troubleshooting. If it doesn't help, consider posting your project file.

  • I believe you can just put this script into "On start of layout" event. It will repeat every 0.1s

    But this will not work with Worker enabled. If you need Worker, perhaps you should run this script using "Every 0.1 seconds" event or Timer behavior.

  • What exactly doesn't work? Do you see the "Ammo: 6" text? If not, maybe you forgot to link your event sheet to the layout.

  • Select the entire event, right-click and change it to OR-block.

    But I'm guessing the "On Space Pressed" should not be one of the conditions, it a trigger. So you need to move your conditions into a sub-event:

    On Space Pressed
    
    .... //sub-event
    .... Condition1
    .... OR Condition2
    .... OR Condition3
    
  • if those codes meant anything ? Like js: 43:187

    I think these are referencing some internal files in Construct engine, they are not very useful to you. If you can find what's causing the error and reproduce it in a small project, you should report it.

    i wanted to see if it’s possible for you to help me and how much it would cost

    Unfortunately I'm currently busy working on a large game and won't have time for other projects.

  • You can probably unpack the project into a folder and manually edit the files, removing the second mention of the Brightness effect.

  • By the way, you don't need that second condition (Touch is touching button) on your screenshot. "Button on clicked" should already work with mouse and touch.

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  • To add to oosyrag's comment, your event #2 is a top-level event, it will run on every tick. I assume you only want it to run at the start of the layout? Then you need to create a sub-even under event #1 and move it there.

    Here is how you properly use Wait in loops:

    Repeat 100 times
    ... Wait 0.1*loopindex
    ... (put actions here)
    

    But a much easier solution would be using Fade or Tween behavior on the sprite.

  • Local Storage data is saved locally on user's device.

    Perhaps you are doing something wrong, can you show a screenshot of your events where you are saving/loading data with LS?

  • Use this tool to create your own spritefonts with Russian characters:

    construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038