dop2000's Forum Posts

  • In the second event on your screenshot (Every tick) you need to pick the correct Minerals instance. If you don't pick it, then the value of BuildStatus will be taken from the first existing instance.

    Also, don't use the ProgressBar object, there are too many problems with it. Make your own progress bar with a sprite or TiledBackground, simply set its width to (BuildStatus/MaxBuildStatus)*BarWidth

  • Make a solid border for it. Also make sure there are no other behaviors. Bullet should not fall down and stop, you probably added Physics to it or something like that.

  • You can use Bullet behavior with bounce off solids enabled. Also Fade behavior to automatically destroy it after 10 seconds.

  • Have you tried saving the project in C3 and re-opening it?

    The issue may be with just one sprite or behavior or effect. Try finding which one.

    Also try a different browser, maybe you'll get a different error message in console.

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  • I would definitely use one sprite for all powerups. You can set powerup type with an instance variable, or use different animations, or animations frames.

    For example:

    Player on collision with PowerUp
     PowerUp is playing "Invincibility" animation : Player set isInvinvible=true
    
     PowerUp is playing "Health" animation : Player add 1 to HP
    
     etc.
    
    
  • Check out the documentation, there are a few expressions you can use when dealing with multitouch.

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

    Try setting the angle to:

    angle(Player.x, Player.y, Touch.XAt(1), Touch.YAt(1))

    where "1" is the index of the second touch (zero-based).

  • I suspect your entire event 93 runs on every tick. When boss3energy<=0, this event will repeat 60 times per second until the boss sprite is destroyed or layout is changed. This doesn't explain why it crashes the game, but it's still quite bad - running this event repeatedly will create lots of delayed "wait" threads, will play multiple overlapping sounds etc. You should make sure that this event runs only once.

    You can add "System Trigger Once" condition to this event, but only if you have just one instance of the boss sprite on the layout. Be very careful with this condition, it's very often used incorrectly and may cause very weird bugs.

    .

    You don't need to unload images when you switch layouts, the engine will do it for you.

    Using "Wait 20 seconds" is also a bad practice. This is a very long delay and you don't have control over it - you can't cancel or pause it. I suggest using Timer behavior instead.

  • If you can reproduce this with a small demo project, you need to log a bug report:

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

  • Many objects with blend modes may be bad for performance, especially on mobile devices.

    It's always better to apply blend mode or effect to the entire layer. But I understand that this may not be possible in your case.

    Please post a small project demonstrating the issue, maybe we'll be able to help you find another solution.

  • Seems like your project files are corrupted. Are there many more errors like that in the console log? If only a few files got corrupted, you may be able to manually fix them.

    If you have a C3P project, try renaming it to ZIP (make a backup copy first of course!)

    Unzip the files and try opening those json files from the error messages. You can use online tools which will check JSON integrity, for example:

    jsonlint.com

    .

    You can also email your project file to Construct support, maybe they will be able to help.

  • I don't see an action on your screenshots which saves the dictionary to Local Storage:

    Local Storage Set "SaveData" to Dictionary.AsJSON

    Also, just a suggestion - instead of hard-coding all stats for three players in events, you can create 3 dictionary files in the project and load the file for selected player with AJAX.

  • I think MoveTo behavior in C3 is the best choice to use with EasyStarJS. You can feed it all node coordinates as waypoints and the object will move from start to finish with nice acceleration/deceleration and rotation.

  • Here is the fixed project:

    dropbox.com/s/7ldclim1imd5vzf/Speller%20v7_.c3p

    You can remove the old text files, they are no longer needed.

  • When you create an instance in runtime, it's not created immediately. It may not be available in other events, and the counters may not be updated until the end of the tick. The easiest workaround is to add "Wait 0"

    Create Object
    Wait 0
    Set n to Family.count
    
  • Thanks dop2000 that's perfectly what I wanted, but saddly that's really complicate to use it... I guess I'm not ready for that kind of system :/

    It's not that complicated, you can download an example project (capx) from this post:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-easystar-js-96215