dop2000's Forum Posts

  • Have you tried debugging? Run the game in debug mode, pause when the WP mode ends, check all variables. Add Browser->Log actions into the "UpdateWPBar" function, you'll see in the console log when it gets called.

  • Are you sure Local Storage can't read Webstorage data?

    Maybe you can release another version in C2 which will load Webstorage data and save it to Local Storage.

  • Check out this demo:

    howtoconstructdemos.com/simple-stopwatch

    Also, don't use the 0.01s timer. Default framerate in Construct is 60 fps, which is 0.016s per frame, Timer can't fire faster than that. Use a simple variable to store the start time, and time expression.

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  • I think what OP meant is - instead of deleting the entire events/actions, keep them, and highlight indicating that there is an error. Then you can review these events and fix them.

  • All this is possible by manipulating vectors X/Y, but it's not an easy task and will require a lot of experimenting. Here is a quick and dirty demo with the wind blowing to the left:

    dropbox.com/s/6kcp0dkotvqio1z/PlatformWithWind.c3p

    Sorry, it's for Construct 3, but you should be able to open it in the free version of C3.

  • Try this:

    Variable jumpCount=0
    
    On Landed -> Set jumpCount to 0
    
    On Jump -> Add 1 to jumpCount
    ... (sub-events)
    ... Compare jumpCount=1 -> Set animation "Jump"
    ... Compare jumpCount=2 -> Set animation "DoubleJump"
    
    
  • At the moment the screen is touched, it's impossible to predict whether this is going to be a tap or drag.

    You need to use "On touch end" and compare the time passed and the distance between where the touch started and ended, but I'm guessing it will not be much different from "On tap" gesture.

  • I don't understand the issue. When you use "Set time scale 0", everyhting is paused, including all Wait actions.

  • To put the game on pause, set the time scale to 0, either global, or the time scale of all moving objects (player, enemies).

    Also, try not to use "Wait" in game mechanics for things like waterproof mode, because you have no control over it. Use Timer behavior instead, which you can pause/resume/cancel etc.

  • I suggest fixing event 91 too. Mistakes like this can cause bugs that are really hard to find. So you have this event:

    If WP_mode=1 : Wait 7 seconds, Set WP_mode to 0

    What will happen - it will reset WP_mode to 0 after 7 seconds. And then all the delayed "waits" will continue resetting it for another 7 seconds. Even if on second 10 you set WP_mode to 1, it will immediately become 0.

  • Kind of, but it allows to save the data permanently.

    When you need to save the new keyconfig - 
     Local Storage Set "custom_keyconfig" to JSON.ToCompactString
    
    
    On start of layout:
     Local Storage Check if item "custom_keyconfig" exists
    
    Local Storage if item "custom_keyconfig" exists
     JSON parse from LocalStorage.itemData
    
    
    Local Storage if item "custom_keyconfig" missing
     AJAX request project file....
    
    
  • If the old functions work correctly in your project, you can continue using them, you don't have to convert to new functions.

    The new functions work very similar, but there are few key differences - the number of parameters is now fixed, you can't have duplicate function names etc.

    construct.net/en/make-games/manuals/construct-3/project-primitives/events/functions

  • You can't rewrite the project file.

    The most common solution is to save the new JSON info in Local Storage. Then, when your game starts, check Local Storage - if it contains new keyconfig, load it from Local Storage. If not - use AJAX to request the default values from JSON file.

  • Try to make the collision polygon as round as possible. If this doesn't help, you have two options:

    1. use Physics with circle collision mask.

    2. use raycasting feature of LOS behavior - cast a ray forward to get the correct reflection angle, and then bounce the ball at that angle.