dop2000's Forum Posts

  • Never use "trigger once" with objects that have multiple instances! "Trigger once" doesn't work per instance, if the condition is true for one instance, all other instances will be ignored. So remove it from events 2 and 5.

    You should pick the nearest pawn On start of layout and set its state to "getbox".

    Also, add "Pathfinding is NOT moving" condition to event 5. Move event #6 from sub-event to make it top level event. In event #7 immediately change the status to something like "delivered", otherwise this pawn will try to find a path for delivery again.

    .

    You are using "state machine" code, when you are assigning different states to pawns and check their states on every tick. I am not a big fan of this method, but if you are planning to use it, you should be very careful with how and when you assign states. And again - never use "trigger once" with such events.

  • It has nothing to do with local storage. right(text,1) expression takes the last character from the text. So if your text is "mykey7", it will extract the character "7". Then the int() expression turns it into a number 7.

    If your text is "mykey17", it will still only extract the last character!

    So if you want to have double digits in key names, you need to use right(text,2). But you also need to add an extra zero in front when the number is less than 10, use zeropad() expression for this.

    Local storage set key "mykey" & zeropad(imagenumber,2)

    this will generate a key like "mykey03" or "mykey18"

  • Save the type in a local variable. Then use "System pick All sprites", then you can pick all sprites of this type and turn them blue.

    Bullet on collision with Sprite
     local variable type
    	Set type to Sprite.Type
    
    	System pick all Sprite
    	Sprite compare instance variable Type=type	
    		Sprite turn blue
    
  • Are you using Firefox? This might be the same issue as in this post:

    construct.net/en/forum/construct-3/how-do-i-8/wrap-text-construct-151645

  • You mean you need a smoother looking line? I think have seen examples here, but you'll have to google.

  • huh I've never used Github

    You don't have to use github, there's just a form you need to fill to log a bug report.

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  • If you are using a Timer, you need "On Timer" event, not "is timer paused". And it also needs to be top-level event. Why are you trying to put everything into a sub-event?

  • Change your code like this:

    And note, that "On animation finished" needs to be a top-level event, not a sub-event!

  • Yes, I used Chrome. Tried in Firefox and the text shrinks there! Must be a bug. If you can reproduce it in a small demo project, you can log a bug report:

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

  • I tried your project and it works fine, the text doesn't shrink like on your video.

  • Couple of other methods:

    System For Each enemy Order by random(1)
    System compare two values Loopindex<5
    	: Enemy destroy
    
    Repeat 5 times
     Enemy is visible
     Pick random Enemy
    	: Enemy set invisible
    	: Enemy destroy
    
  • Collision polygons and origin image points are very important in Platform behavior. Your enemy sprite has different collision polygons in different frames. So when animation is playing or when the sprite is mirrored, it may suddenly overlap solid objects, which can cause different problems.

    Make sure collision polygons are symmetrical and origin point is in the middle of the sprite (horizontally). Another very common solution is to use a separate invisible rectangular sprite with Platform behavior, and pin your character sprite to it.

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  • Image is pasted on canvas at the end of the tick. So you need to wait 1 tick before moving canvases. Try adding "Wait 0":

    Canvas Paste sprite
    Wait 0
    Canvas set position to random...
    
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