dop2000's Forum Posts

  • I'm guessing that message is from your Saving/Loading system or from Undo. It probably has nothing to do with loading an image into sprite. Or maybe you are using "Sprite Set from JSON" instead of "Load image from url".

    I'm just encouraging you to experiment and try solving problems yourself, instead of posting here about every little issue you encounter. You'll learn much quicker.

  • You already know how to load an image into a sprite, and you already know how to paste sprite onto a canvas. Why do you need help with this?

  • Press F12 in preview, open console and see if there are any error messages.

  • You can't send the sprite to another layout. What you can do it "tell" that other layout to create the sprite when it starts. For example, with a global variable CreateSpriteAtImagePoint. On start of layout check this variable and create the sprite if it's set.

    Or you can set the sprite as global, it will appear on another layout automatically, but you'll still need to update its position.

  • Well, if you are saying your buttons work correctly, it's good :)

  • Noah. Not for one of them, but for all of them. So you can do things like "Object destroy" without "For each" and it will work fine. But in some other situations you might need "For each" loop to process instances one by one.

  • I think you forgot the attachment.. If you resend it, I'll check it tomorrow, it's the middle of the night here where I live.

  • I can take a look at your project if you don't want to share it here, maybe I'll see something that you missed. My email is doperst2006 (at) gmail.com

  • try this:

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  • You definitely don't need "Pick all" in event 17. Try removing this condition (leave it empty) and add some browser log message to event 17, above the loop. Will it show up in console log?

    There must be an explanation, but it's hard to speculate without seeing your project. Maybe the whole group gets deactivated by some other event (like "Token on created"). Can you reproduce this issue in a small project and share it?

  • Like I said, you need to disable the Undo system completely and test saving feature. If it works correctly without the Undo, then you will know where to look for the problem.

    And of course, if you are not calling "SaveStep" function, then undo won't work.

    .

    Try clicking anywhere on an empty space, hold the mouse button, move cursor to your sprite button and release. It will work as if the button was clicked.

  • Why on earth did you put "Set isUndoSave=true" into event 148 again? This flag should only be set inside the "SaveStep" function! If you are setting this flag here and there in different events, this can easily be the cause of all your issues.

    .

    On a side note, why do you use "On left button released, Cursor is over button"? The problem with this event is that user can click somewhere else, move mouse cursor over the button and release. Why not simply use "On Object clicked" or "Button on clicked".

  • On timer event can be triggered for multiple object instances, if their timers expire at the same moment. When this happens, your action "Array set at Sprite.ax to 0" will only update one index in the array, unless you add "For each Sprite" loop.

  • Yes, if you see a number increasing to the left of console message, it means that the same message was logged multiple times.

    3-5 repeated debug messages for 1 click doesn't seem right.

  • When I click your link I'm getting "access denied" error.

    Try adding "System For each Sprite" to the On timer event.