dop2000's Forum Posts

  • Access to the file is denied

  • Your WASD controls are trying to move the player before the MoveTo is finished. So MoveTo and 8direction behaviors are fighting each other. You need to add a condition "Player MoveTo Is NOT moving" to WASD events. And also use that condition in your Jump event, because the way you are checking "jumping" boolean variable is wrong, and the jump is also buggy.

  • Why are you spawning a new crosshair? Instead of "Spawn Crosshair at (x,y)" use "Crosshair set position to (x,y)" action in your event. This will move the existing crosshair instance to the specified position.

  • It's impossible to understand what's going on in your code. But you are definitely using "Trigger once" wrong. You should never use it with objects that have multiple instances - this may cause nasty bugs which are very difficult to track.

    Don't use "Trigger once" in loops or as a single condition in a sub-event. Don't use it as the first condition in an event. In fact, better don't use at all unless you have a clear understanding of how it works.

    If you want, for example, to change the animation only once, use "Animation is NOT playing" condition instead of "Trigger once".

  • Don't spawn it when the player moves. Put one instance of the crosshair sprite on the layout in the editor, or create it once on start of layout. When player moves - change the position of the existing crosshair instance.

  • I can open it in r178 if needed.

  • I read your post about 10 times and still don't quite understand the problem.

    You are using MoveTo behavior to make a "jump" in a top-down view game, right? And during the jump you are disabling 8direction? And it's not re-enabled until you release and press WASD keys again?

    Could you post your project file or a screenshot of events?

  • You need to show your code of share the project file.

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  • You can move grass tiles to a separate tilemap and add PF cost to it.

  • I'm guessing Platform behavior knocks the character a fraction of a pixel back when it collides with the wall. Maybe with a low timescale it's enough to register a new collision on the next tick.

    Try checking if "Platform Has Wall on left/right" in the events where you simulate platform movement. So that if the character is already near a wall it will not move.

  • You can use BBcode - reduce font size and add offsety.

    Check out the documentation:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/text

  • Agree, the search function is horrendously useless sometimes.. I might have 1000 matches for "Player" in my events, and 1000 matches for "Set position". But it's not possible to find "Player Set position".

    A small tip that I discovered: If you use the find window as a popup window, then you can click into the address bar of the find window, press ctrl+f, then you can use the browsers find feature to search through your find results.

    Wow, thank you, it's a clever workaround! Maybe Scirra should add "search in search results" feature.

    I also want to be able to filter or sort the search results by type - condition or action.

  • You mean listing all dictionary keys/values in a text object?

    You can do something like this

    Dictionary for each key
    .. Text Append Dictionary.CurrentKey & ": "
    .. Text Append Dictionary.CurrentValue & newline
    
  • This simple script will base64 encode a text in string variable:

    runtime.globalVars.var=btoa(runtime.globalVars.var);
    

    Use atob() to decode.

    For a bit of extra protection you can replace some characters after encoding. For example, replace "A" with "#", "B" with "_" etc.