dop2000's Recent Forum Activity

  • No, AsJSON only stores the dictionary contents.

    I'm using an invisible global sprite to store a bunch of variables. (Instead of Globals addon). I'm saving Sprite.AsJSON to Local Storage, and this saves all its variables.

  • You might need to adjust grid size/border. See the official documentation, it explains it very well:

    construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

    You can also try disabling diagonals in Pathfinding properties, or using MoveTo to move along the pathfinding path.

  • You can try solid filters - you can specify different tags on solid objects and enable/disable collisions with these tags. But I'm worried managing all these tags may be quite difficult in your case.

    If enemies can't walk freely between floors, perhaps it would be easier to make each floor on a separate layout.

  • Are you sure it's global and that layers on other layouts have the same name? It should definitely work.

  • Hierarchy, or "scene graph". Extremely useful feature. Here is some info about it

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

  • Decryption is an asynchronous operation, which means that it can take some time to complete. Other events will continue running during this time.

    You can use "Wait for previous action to complete" action inside the function and change the function type to asynchronous, but it won't work with functions which return values.

  • You can use a combination of both methods. (this is what I do in our project) Pick by nearest, but if the cursor doesn't jump where you want - specify the destination icon in its instance variable.

    So on key pressed, you first check if there is a value in the variable. If there is, pick that destination icon. If there isn't, pick the nearest.

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  • You can also pick the nearest icon. For example:

    On Up key pressed
    Icon compare Y<CursorSprite.Y
    Icon Pick nearest to (CursorSprite.x, CursorSprite.y-20)
    

    It works best when all icons are placed on a grid. With a map like on your screenshot it may require a lot of tweaking.

    Another option is to add 4 instance variables to icons and use them to configure where the cursor will jump to from each icon. It will be a lot of manual work though.

  • I've tried Windows exports in nw.js, adding as non-steam game, then running through Proton and that won't work. I've tried native Linux exports and that won't work either.

    Both options work for me.

    Linux export doesn't require Proton in Compatibility settings. You can even run it from Desktop mode.

    Try exporting with older NWjs versions, for example 72 or 75. Also I've seen in some other thread that requesting full-screen with Browser plugin on start of the game may help.

  • Make sure you assign the correct event sheet to each layout. (in layout properties)

  • PDF is static, why do you need Construct for it? It would be much easier to use some other editor like MS Word or Adobe Acrobat.

    In Windows you can print Construct window (press Ctrl+P) and then select "Save to pdf".

  • Save action saves the state of all objects on the layout, all variables etc. It doesn't save the game code.

    You can exclude some objects (for example static backgrounds, UI elements) from saving by adding NoSave behavior to them.

    If you make big changes to your game, saves made in old versions may become incompatible with the new version. If you load such save, the game may not function correctly.

    For a word game saving everything is probably not a good idea. I would suggest using LocalStorage to save player's progress only.

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dop2000

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