dop2000's Forum Posts

  • This happens to me often and it's very annoying. Did you find the solution?

    I believe that was a Chromium issue and it kinda fixed itself with the next Chrome update. Here is my old post, you can see the video in the first comment:

    construct.net/en/forum/construct-3/general-discussion-7/help-editor-randomly-lagging-173900

  • You need to use an array or a dictionary to store high scores. AND you will need to save this array/dictionary in Local Storage. It's not difficult. To save the entire array you use:

    Local Storage set item "scores" to MyArray.AsJSON

    To load it back:

    MyArray load from LocalStorage.ItemValue

    There are plenty of examples and tutorials explaining how to use Local Storage. Here's one that uses an array.

  • Add a condition "Click animation NOT playing" to the first two events. Press C to add another condition.

    Add another event - "On Click animation finished -> Play Idle animation"

  • Is the editor just generally sluggish/slow, or does it freeze completely for several seconds after certain actions? (I had this issue in the past)

  • Can you manually add some placeholder animations with empty frames, and set the desired origin point location? Then in runtime select an empty frame and load a new image into it.

    In older releases of Construct it was not possible to add frames in runtime. So if you needed to load 100 images, you had to manually add 100 frames in the animation editor.

    Another option is to use an invisible "base" sprite for each card (with the origin point in the center), and attach the card image to it using hierarchy.

  • You receive the file URL from FileChooser and you can request it with AJAX. (see the screenshot in my earlier comments).

    Once you get the response from AJAX you can do whatever you want with this data. Say, simply store it in a string variable:

    Set teamsVar to AJAX.LastData

    Or maybe you want to break it into lines and store all teams in an array:

    For "n" from 0 to tokencount(AJAX.LastData, newline)
    .. Array push back tokenat(AJAX.LastData, loopindex, newline)
    
  • Here is something similar, but it may not work in your game:

    howtoconstructdemos.com/relative-movement-on-another-moving-object-capx

    You can use the hierarchy feature - add the player to the floor as a child. Check "Transform x", "y" and "angle". I just tested - the character rotates with the floor, and you can control it. But you might need to compensate for floor rotation - increase the velocity when moving in the same direction as the floor for example.

  • You have an input element inside the HTML. You need to define ID on that input element then. And extract it into a string variable.

    Why not simply use the TextInput object?

  • so were you able to just automatically convert that are you saying?

    No, I removed function calls, converted, then added function calls manually.

  • It works fine with the new function for me.

    dropbox.com/scl/fi/vsczh4nfc68k9t68r224v/lightning_example_bruno.c3p

  • Is this what you are trying to do?

    howtoconstructdemos.com/system-color-picker

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  • When P1 sprite is mirrored, its width is a negative value. So (P1.X-(P1.Width/2)) really becomes (P1.X+(P1.ImageWidth/2))

    Instead, use BBoxLeft and BBoxRight expressions.

    Level.TileAt(Level.PositionToTileX(P1.BBoxLeft-edgeDistTolerance),Level.PositionToTileY(P1.Y-10))

  • Maybe the value is stored as string in the array? You can test this by printing Stats.AsJSON to console log. If the value is shown as "1.3", then it's a string.

  • Is there a way to have the health bar show the proper status before the function call five second command?

    Yes, you can call the function on start of the layout with amount=0. It will not change the variable, but will update the health bar and everything else. Or you can simply update the health bar on start of layout:

    -> Sprite_Health: Set animation frame to int(HungryScore)

  • Don't rely on the health bar, it can show 0 when the value is really 0.95

    Run the game in Debug Mode (Shift+F4 or Shift+F5) and check the variable value there.