dop2000's Forum Posts

  • construct.net/en/make-games/manuals/construct-3/interface/debugger

    To add console messages, add Browser object to your project and use "Browser log" action. Press F12 in preview and you should be able to see your messages in the console tab.

  • Trigger Once condition is used incorrectly in all screenshots in this post! It should not be used inside of loops, or be the first condition in an event. Also, never use it when working with multiple instances of an object!

    farfetchd83 All you need to do is either put particles to a container with the sprite, or spawn them in "For each" loop inside the "On start of layout" event.

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  • You can add an event - when a key is pressed, set time scale to 0.

    Another option is to use Browser Log to output the speed value into browser console. You can even do this on every tick, this will give you the full history of how the speed was changing.

  • Try adding "For each sprite" to the event where you spawn and pin the particle object. If this doesn't help, you'll need to post your code or project file, it's difficult to guess without it.

  • You've likely selected "Letterbox integer" scale mode in project properties. Change it to "Letterbox scale"

  • Looks like this list is automatically scaled to the widest item, but in your case this doesn't work for some reason. I suggest filing a bug with the details about your browser etc.

  • You can enable unbounded scrolling and instead limit the scolling area to layout borders with events. Create a camera sprite with ScrollTo behavior and set its position on every tick.

    For example:

    On every tick 
     Camera Set x to clamp(player.x, viewportWidth(layer)/2, layoutWidth-viewportWidth(layer)/2)
    
     Camera Set Y to clamp(player.y, viewportHeight(layer)/2, layoutHeight-viewportHeight(layer)/2)
    
  • Add a breakpoint in the event you want to debug and run the project in Debug Mode. Or add "Browser Log" actions to these events and check the console log.

    It's difficult to tell why your code doesn't work without the project. One common mistake is a wrong usage of "Trigger once" condition.

  • I don't work for Scirra :)

    If you find a genuine bug in Physics plugin, you should report it. But if you mix Physics with other behaviors or misuse it in some other way, then it won't be reviewed.

    Check out the documentation:

  • Physics engine is pretty complex, and it's not compatible with other behaviors like Platform. If you stress it, it may fail.

  • In a project with lots of layouts it's sometimes very difficult to find which layout "owns" a certain global layer. I have to open each layout, click that layer and check if it says "overriden" in the properties bar. It takes a lot of time.

    Ashley, this seems like a design flaw. Is it possible add a tooltip, something like this?

  • You can use logcat to get logs from an android app. Add console logging actions to your code, for example:

    Browser Log "AJAX Requesting data"

    Browser Log "AJAX Response: "&sJsonValue

    console.log("aTemp=" + JSON.stringify(aTemp))

    Add "AJAX On Error" event and also put some logging into it.

    Export debug apk, run it, grab logcat log from the phone and search for those console messages. Also check if there are any errors or exceptions in the log which happened at the time of AJAX request.

  • You can add the sprite to a family and check if sprite is overlapping the family.

    For multiple sprites in the family you can create a copy of the family, and use "Family overlapping FamilyCopy"

  • You can add condition "Playerbox is NOT moving" to event #4

  • clickfusion Not exactly. I want to avoid using mask sprites and be able to specify the exact color of the text.

    Sami424 Thanks! The Difference effect seems like a solution. However, strangely, it shows correctly in layout editor, but in the preview it doesn't work. Must be a bug..