dop2000's Forum Posts

  • Invisible turrets should definitely fire. Pin also should work, or you can use hierarchy instead. Are you pinning visible sprites to turrets, or the other way around?

    Anyway, you are probably doing something wrong. Consider posting your project file.

  • Make turrets invisible. Put visible animated sprite on top of them and rotate it with events, or change its animation depending on the turret angle.

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  • Paste this into your event sheet:

    {"is-c3-clipboard-data":true,"type":"events","items":[{"eventType":"block","conditions":[{"id":"is-button-down","objectClass":"Gamepad","parameters":{"gamepad":"0","button":"d-pad-left"}}],"actions":[{"id":"simulate-control","objectClass":"Player","behaviorType":"Platform","parameters":{"control":"left"}}],"children":[{"eventType":"block","conditions":[{"id":"is-button-down","objectClass":"Gamepad","parameters":{"gamepad":"0","button":"button-x"}}],"actions":[{"id":"set-animation","objectClass":"Player","parameters":{"animation":"\"Run\"","from":"current-frame"}}]},{"eventType":"block","conditions":[{"id":"else","objectClass":"System"}],"actions":[{"id":"set-animation","objectClass":"Player","parameters":{"animation":"\"Cwalk\"","from":"current-frame"}}]}]},{"eventType":"block","conditions":[{"id":"is-button-down","objectClass":"Gamepad","parameters":{"gamepad":"0","button":"d-pad-right"}}],"actions":[{"id":"simulate-control","objectClass":"Player","behaviorType":"Platform","parameters":{"control":"right"}}],"children":[{"eventType":"block","conditions":[{"id":"is-button-down","objectClass":"Gamepad","parameters":{"gamepad":"0","button":"button-x"}}],"actions":[{"id":"set-animation","objectClass":"Player","parameters":{"animation":"\"Run\"","from":"current-frame"}}]},{"eventType":"block","conditions":[{"id":"else","objectClass":"System"}],"actions":[{"id":"set-animation","objectClass":"Player","parameters":{"animation":"\"Cwalk\"","from":"current-frame"}}]}]}]}
    
    
  • What you’ve described can easily be done with global variables — nothing scary like arrays or JSONs is needed.

    Just store the collected resources in a couple of variables, like collectedGreenEnergy and collectedFossilFuels.

    When the player returns to town, subtract the required amount of energy from those variables and increase the pollutionLevel variable.

  • Your events 27-30 are constantly changing the animation between Cwalk and Run.

    Here is how you can fix it:

    And do the same for D-pad left events.

  • you could have an event like, "Player on collision with ground, Play Playlist 1" or whatever.

    Just put all music tracks into an array and play them one by one, or randomly.

  • I'm not sure what's going on in your project.

    Here is an updated version. It would be easier if you had a paid subscription and could use families.

    dropbox.com/scl/fi/ab0ujefk2oqnuvh87tmnh/DragDrop_pots.c3p

  • For-loop, Repeat-loop, Every X seconds, Every tick:

    construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

  • The grid is not perfectly aligned. You need to shift everything 16px down and to the right. Set grid size to 32 and border to -1.

    There is an addon that's better suited for this task:

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

  • A few things you can try:

    1. Enable auto-backup in the Construct settings — this is a must when working on large projects!

    2. I'm using this extension in Chrome to prevent accidentally closing or refreshing the Construct tab. There might be a similar add-on for Edge, or you could consider switching to Chrome.

    3. The next time the app refreshes, immediately press F12 and check the console log for any messages.

  • Ah, yes, "Dictionary set key" only works if the key already exists. I always use "Add key".

    If it still doesn't work even with "Add key", please post a new screenshot of your events.

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  • load ajax last data. I changed it to load from localStorage.itemvalue

    Sorry, of course it should be localStorage.itemvalue

    LocalStorage events are asynchronous, meaning that you need to wait for them to finish. The last event on your screenshot doesn't wait and sets player's health to the default value from the dictionary (while the data from LS is still loading). I suggest you change it to a function:

  • Tween a value, say from 60 to 1.

    While the tween is running, set animation speed to Sprite.Tween.value("tag")

    .

    You can also change frames directly:

    Tween a value from 0 to (Sprite.animationFrameCount-1)

    While the tween is running, set animation frame to Sprite.Tween.value("tag")