dop2000's Forum Posts

  • Mobile OS can unload apps running in background from memory. I don't think you can prevent this.

    You can save the game state before opening the browser. And next time the game restarts - load that state. If the game resumed successfully without restarting, then you can clear the saved state.

  • Like I said, you will have to define "isReloading" variable on the family. I actually suggest doing this early for all instance variables and behaviors - move them from the Enemy sprite to the EnemyFamily. It will make your life easier in the future if you add more enemy types.

    Then you can pick EnemyFamily instances with isReloading=0, and then pick the nearest among them.

  • I make them global but when i change Layout they duplicate.

    That's what I was talking about. You need to create them only once at the start of the game. Don't put them on a global layer in the editor, because then their duplicate will be created every time you switch to a layout with such layer.

    I don't like using global objects for this reason. I suggest instead re-building the inventory on start of every layout from data stored in an array.

    • Post link icon

    I didn't downvote anyone, but I really don't understand why people are hijacking this thread with questions about the Arcade..

  • angle(0,0, Gamepad.Axis(0,0), Gamepad.Axis(0,1)) is the angle of the left stick.

    angle(0,0, Gamepad.Axis(0,2), Gamepad.Axis(0,3)) is the angle of the right stick.

    You can then use "System Is Within angle" condition to move the object. For example:

    angle(0,0, Gamepad.Axis(0,0), Gamepad.Axis(0,1)) is within 45 degrees of 180 : Sprite simulate control Left.

  • You can set these sprites as Global, but make sure that there is only one copy of them on the first layout. Then they will be transferred to another layout automatically with all their instance variables.

    If you place global objects on a global layer, this may result in duplicate instances. So be very careful and check them in Debug View.

    Another solution is to store the inventory in an array or JSON, and just re-create it every time you are switching to another layout.

  • Sorry, I don't know what that error means either.

    Have you tried a different browser? Did you install any addons?

    If you can reproduce this problem in a small project, you can log a bug report.

  • Press F12 in preview and check if there are any error messages in the console tab.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm not sure about the jittering and collisions, but a bigger problem with your dashing system is that you can't dash to the left.

    Try this:

    Make sure to disable "Set angle" for the PlayerBox on all layouts. You don't want to rotate this sprite, because it has Platform behavior.

    At least this should allow dashing in all directions.

  • I can't see the gif, could you post the direct link to it?

  • It's hard to tell by that screenshot what is wrong. Try clearing the canvas to some color, for example blue - grba(0,0,100,100). This way you'll see where it is. Also, like I said, pasting is not instant. You need to wait before destroying the pasted sprite. Try adding Wait 0.1s after Paste action.

  • To paste an object onto Drawing Canvas, it needs to be on the Drawing Canvas, or at least partially overlapping it. So you need to move the canvas to the object position, or move the object to the canvas position. Then paste, then return back.

    Alternatively, you can create a copy of the item (another sprite instance with the same animation) on the canvas. Then paste it, then destroy that instance.

  • If you can reproduce this issue, you should file a bug report:

    github.com/Scirra/Construct-3-bugs/issues

  • I really don't like "Trigger once" condition and rarely use it. It seems innocent and convenient, but in reality it often causes nothing but troubles.

    I suggest using a boolean variable instead.

  • Something like this:

    SelectIcon is overlapping Family
    .. Canvas set position to (Family.BBoxLeft, Family.BBoxTop)
    .. Canvas set size to (Family.width, Family.height)
    .. Canvas paste object Family
    

    Note that pasting is not instant, you need to wait a tick or two before removing the sprite or the canvas.