CGSpot's Recent Forum Activity

  • > Here is the C3 file: dropbox.com/scl/fi/mb228nls4kea606vcqf0d/Horizon-Defense-v1.zip

    The preview works for me in Chrome.

    I would try clearing all browser data (not just cache), or trying a different browser.

    Its working now,

    I cleared the all browsers catch and cookies and reinstalled it.

    Thank you

  • > Here is the C3 file: dropbox.com/scl/fi/mb228nls4kea606vcqf0d/Horizon-Defense-v1.zip

    The preview works for me in Chrome.

    I would try clearing all browser data (not just cache), or trying a different browser.

    Ok, Thank you...

    I would try that and let you know.

  • By far the easiest way to get help is to share your project. That way others can try it out. Nobody can tell much from just watching a video, and so all you'll get are the usual general-purpose advice, which includes: try disabling any browser extensions you have installed, as often mysterious problems are caused by browser extensions interfering with Construct. You could also try clearing your browser cache.

    Here is the C3 file: dropbox.com/scl/fi/mb228nls4kea606vcqf0d/Horizon-Defense-v1.zip

    Tower_1_Soldier has the MoveTo behavior

  • Does it work if you remove the behavior and then re-add it? Maybe it's some random bug.

    Do you have other objects with MoveTo behavior?

    Are you using any addons? It's possible that some of the addons is somehow clashing with MoveTo plugin.

    1. I’ve tried removing and re-adding it, but it’s still not working.

    2. Only one object has the MoveTo behavior.

    3. I have no browser addons, and I even removed Chrome’s default extensions.

    4. And for Construct 3 Addons, I only use the usual ones in the project (Audio, Browser, Keyboard, Mouse, Platform Info, Touch)

    5. Installed addons also not much

  • > I tried disabling the MoveTo behavior and running the preview, but it still doesn’t work.

    So why do you think the problem is with the MoveTo behavior?

    Press F12 in preview and see if there are any errors in the console log.

    I have checked the console log, it shows this error

    If I delete the MoveTo behavior and run the preview, it's working fine, can you please check the video.

  • The preview is stuck on the loading screen when I use the MoveTo behavior for a particular sprite.

    That sprite is just placed in the Construct 3 layout and doesn’t have any events or actions linked to it.

    Can anyone please explain what I might have done wrong?

    More info:

    - The sprite has animations and multiple image points.

    - The sprite is placed inside the viewport.

    - The layout that contains the sprite has no event sheet.

    - I tried disabling the MoveTo behavior and running the preview, but it still doesn’t work.

    Error video: webmshare.com/play/8PnAX

  • Fixed it using

    clamp((number + value), 0, 100)

    Thank you helping..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I’m adding a value to a number text field every 1.0 second. The value can range from 3 to 20, and I don’t want the number to exceed 100.

    For example, if the number is 95 and it increases by 3 per second, it could end up at 101.

    I want an event that checks if the number will go over 100 with the next increase, and if so, it should set the number to 100 instead.

  • Try these changes. Don't use "Trigger once"!

    It works great!

    Thank you very much

  • I've explained this so many times in many posts, but people keep making the same two mistakes:

    1. You should never use Trigger Once condition with objects that have multiple instances. Trigger Once doesn't work per instance!
    2. You have events that run on every tick with Wait action in them. This creates lots of delayed threads, which will continue running for several seconds. Never use "wait" in events that run on every tick! It will break the game logic.

    Instead of "Trigger once" use some condition like "is pinned" or "turret enabled". Instead of "Wait" use the Timer behavior to destroy guns.

    I've almost perfected the function. One problem I have now is that when I create the gun very quickly, the base gets destroyed quickly before unpinning the machine gun. This error happens when I create guns quickly in a shorter period; if I create them slowly, it works perfectly. Can you please help me fix this?

    Create:

    Destroy:

    Error Video: webmshare.com/play/bG6zm

  • I've explained this so many times in many posts, but people keep making the same two mistakes:

    1. You should never use Trigger Once condition with objects that have multiple instances. Trigger Once doesn't work per instance!
    2. You have events that run on every tick with Wait action in them. This creates lots of delayed threads, which will continue running for several seconds. Never use "wait" in events that run on every tick! It will break the game logic.

    Instead of "Trigger once" use some condition like "is pinned" or "turret enabled". Instead of "Wait" use the Timer behavior to destroy guns.

    Thank you for the help

  • The function I want is:

    - The player will create a machine gun.

    - Each machine gun will have a duration (lifetime) when it’s created.

    - The machine gun should be destroyed when its time is over.

    I couldn’t create a separate function for each instance. When I spawn only one machine gun, it works fine. But if I spawn more than one, it doesn’t work as expected.

    Video showing the functionality I need: webmshare.com/play/dGjGx

    Events for creating: i.vgy.me/jDLomT.png

    Event for destroying: i.vgy.me/cM1COn.png

    Video showing the error: webmshare.com/play/VbLbj

CGSpot's avatar

CGSpot

Member since 16 Dec, 2024

None one is following CGSpot yet!

Connect with CGSpot

Trophy Case

  • RTFM Read the fabulous manual
  • Email Verified

Progress

2/44
How to earn trophies