dop2000's Forum Posts

  • Press F12 and check error messages in console log.

    Also you can try opening the project in older versions of Construct, for example, r218, r120 or even older.

    construct.net/en/make-games/releases

  • Add "Trigger once" condition to event #13 on your video.

    Seriously, you could have saved yourself and us a lot of time if you just shared your project file.

  • It's difficult to tell without the project file. Try running the game in debug mode, check CameraZone position, check the value of CameraZone_UID variable after colliding with the zone, this should help you find the cause of the issue.

  • Probably your AJAX data is downloaded in one large chunk, that's why it's not triggering On Progress event.. Or it may be a bug.

  • Oh, thanks, I forgot about try-catch!

  • Be aware that C2 functions are not the same as C3 built-in functions. There are quite a few key differences.

  • At runtime. I want to get rid of the errors in console log when a non-existing function is called.

  • I'm using runtime.callFunction to call C3 functions by name. Because there are hundreds of functions in the projects which can be called from dialogues, menus etc., it's much easier this way than creating function maps.

    Is there a way to check if the function with this name exists before attempting to call it?

    Tagged:

  • This is possible with function maps, there is a template in C3 showing how to do it. However, I find using function maps really difficult.

    So a much easier option is to call functions by name from a script. (Note, that this will probably not work with advanced minification)

    First save function name in a local or global variable. Then execute this script:

    runtime.callFunction(localVars.FunctionName)

  • Are coal mine and oil pump members of the Minerals family?

    I think you need to change the last event on your screenshot like this:

    Button on clicked
    Block pick instance with UID SelectedLocationUID
    Minerals is overlapping Block
     Minerals destroy
     ...
    

    Also, it's not very efficient to re-create the buttons all the time. You can build the whole menu on the layout with hierarchy, and created/destroy it with a single action.

  • Beyondgodd This plugin doesn't care about collisions. You need to tell it which tiles are walkable and which are not. You can use a separate (invisible) tilemap just for this purpose.

  • There are several ways:

    1. Create an instance variable MineUID on the progress bar.

    2. Add progress bar to the mine as a child. (hirerarchy)

    3. Add progress bar and mine to a container, but then you'll have to make the bar invisible, you will not be able to destroy it.

  • It depends on the size of assets in your game.

  • I prefer tiled background, here is a demo:

    howtoconstructdemos.com/simple-healthbar

    I don't know your game, so not sure what will be the right way to pick Minerals instance. If only one mine can be built at a time and you only need one progress bar, you can pick by UID or custom ID variable.

    If you need a separate progress bar for multiple mines, you can link them with hierarchy, or put in a container, or use MineUID instance variable on the bar object.

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