dop2000's Recent Forum Activity

  • Are enemy and enemy_gun sprites in the same container? If not, then your events will not work correctly. Because like I said, you need to pick the right instance of enemy_gun, which belongs to each particular enemy. How do you link/attach guns to enemies? Using hierarchy, or pin, or some other method?

  • You can loop through all array elements and use find() expression.

    Array for each element
    find(Array.CurValue, "chocolate")>=0 
    
  • You need to pick the gun instance which belongs to this particular enemy.

    There are different ways to do this, depending on how you build your game. You can use a container or a hierarchy, then the gun will be destroyed automatically when the enemy is destroyed.

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

    construct.net/en/blogs/construct-official-blog-1/lets-talk-scene-graph-1569

  • I found some strange routines expressed by the AI.

    I really don't recommend using it for Construct. As a test I asked it a few C3-related questions and the results were total nonsense (although seemingly convincing).

  • Just change the properties in the same event you spawn the object.

    -- Object Spawn Object

    -- Object Set Height 200

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  • ChatGPT doesn't know Construct as well as other programming languages. It can only help with very basic questions. And will very often give wrong and confusing results.

    It can help with Javascript code, if it's not Construct-specific.

    Construct is intended for people with little or even zero programming experience. Study a few tutorials and built-in examples, and you could start making games in Construct in no time!

  • but in my exported NWjs game file, the locations are the same, being NWjs.UserFolder & "savefile.json"

    And you see the file actually created in that folder?

    It's hard to tell what can be wrong. Add "Browser Log" actions to both events to see which one is triggered. Export the game with DevTools enabled, press F12 and check messages in the console log.

  • Can you show your events and JSON string?

  • An invisible layer for the dialogue may not be such a bad idea. It's probably the easiest solution. Make sure to disable "interactive" in layer properties until you need it, to prevent clicking invisible buttons.

    Alternatively you can create this dialogue on an unused layout, add all objects to a hierarchy. And then when you need to show it - create the entire dialogue from the hierarchy.

  • You can set the volume when you start playing a sound, or while it's still playing. Of course you can't change the volume of a sound which has finished playing.

    You can store the current volume in a variable, and use this variable in all "Play audio" actions.

  • Your sound is too short. When you are changing the slider, it has already finished. So changing "SFX" volume has no effect.

    But when you click "X" sprite, it plays at the correct volume set on the slider.

    I suggest using my example with log10() function though, because it's more accurate and allows to change the volume from 0% to 100%

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dop2000

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