dop2000's Forum Posts

  • Your MovingRailHorzontal object has different collision masks in animation frames. So it launches and drops the player up and down all the time.

  • i cant see any differneces except for at the top left where it says for the new version -webgpu but for the old version -webgl2

    This actually may be the reason of white screen. You can try changing "Enable WebGPU" setting in project properties.

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  • Timescale doesn't stop the game completely, events continue to run. So if you move enemies with events, they will continue moving.

    But of course this shouldn't happen when the event group is deactivated.

    So my guess is that some other event in your project re-activates the group and perhaps restores the time scale.

  • Please share your project file or screenshots of your code.

  • there are 8 objects on that layout that i selected to debug!

    so...

    does that mean I just cant see them?

    So... Did you click any of those objects? They should be highlighted on the layout. Click and check their properties - their coordinates, layer, visible/invisible etc. Then click System and check that the layout is correct, layer is visible, opacity=100, scroll values are correct and so on. This is what the debugger is for!

    Here is the updated file that you can open in r432

    dropbox.com/scl/fi/riyhcnb24conokcr3zulv/cats-and-dogs-cars-and-vans-computers-and-phones-r432.c3p

  • This is strange. Changing the Z-order in the layout editor definitely fixes the gap, you can test it yourself:

    dropbox.com/scl/fi/0a0coxqeyq8a20qowjt9s/PlatformerTestBug2.c3p

    But for some reason, doing the same via events doesn't work. I’m still convinced the issue lies in the order in which the Platform behavior processes objects, but I don't know how to control that order.

  • The engine processes objects with the Platform behavior one by one. When Player #1 is standing on top of Player #2 and both are falling, the engine handles it like this:

    • Player #1 is standing on a solid object → don't move it.
    • Player #2 doesn't have a solid below → move it down a few pixels.

    That’s why a gap appears between them.

    Now, when Player #2 is on top of Player #1:

    • Player #1 doesn’t have a solid below → move it down.
    • Player #2 also doesn’t have a solid below → move it down.

    So both fall at the same speed, and no gap appears.

    I believe the processing order is based on the objects' Z-index. A simple fix could be:

    If Player1.Y < Player2.Y → Move Player1 in front of Player2 
    Else → Move Player2 in front of Player1
    
  • 1. Make a backup copy.

    2. Open the project in the current release or Construct.

    3. Save it as a folder project.

    4. Close Construct

    5. Open that folder in Windows and edit project.c3proj file with Notepad

    6. Change savedWithRelease value

    7. Open the folder project in r432

  • Events 2 and 3 on your screenshots are running on every tick. So they will be increasing WellenCounter and Welle 60 times per second or even faster! You can launch the game in Debug Mode (Shift+F4) and check these variables for yourself to see what's happening.

    Create NewWave function and move the code to it.

    If you need to start a new wave, say, every 20 seconds - use Timer behavior and call the function in "On timer" event.

    If you need to start a new wave when no enemies left, then do this in an event where an enemy is destroyed: check if it was the last one and call the function.

  • You can add another condition to the event which sets "falling" animation:

    Player NOT overlapping MovingPlatorm at offset (x=0, y=2)

    And to the event that changes the aimation to "landed":

    Player is animation playing "falling"

  • You are on the right track, but you need to use "On load complete" trigger, because loading doesn't happen instantly.

  • Save the project as a folder. Or unpack it to a folder. Then change the savedWithRelease value in project.c3proj file. For example:

    "savedWithRelease": 43203

    Then you should be able to open it in r432

  • I don't see any relevant console errors.

    Run the preview in debug mode (Shift-F4 or Shift-F5). Check in the debugger if the current layout is correct, if there are any objects created, if layers are visible and so on.

  • Are there any errors in the console log? Also, perhaps you need to press F4, not F5. F5 previews the current layout which looks blank to me on your screenshot.