dop2000's Recent Forum Activity

  • Is the dust created on landing? If if is, then your event is working correctly. The "PLAYER_LAND" animation is most probably starts playing, but then immediately replaced with another animation, idle or run. There are a few ways to fix it, for example you can set a boolean variable isLanded=true, and then after a small delay isLanded=false. And add a condition "isLanded is NOT set" to other events.

  • Here is a tutorial on reading the data back from Google Spreadsheet:

    construct.net/en/tutorials/create-online-database-with-google-spreadsheet-1373

  • I don't understand what you mean by "a value or string is off screen in an array". Are you talking about the array editor? Can you post a screenshot?

  • If you want to preserve some values after the "Reset global variables", there are a few ways to do this -

    • you can make a static local variable in an event group. Static local variables are not reset.
    • you can create an instance variable on a global object (array for example), or create a dummy object (empty sprite) and set it as global
    • store it in an array or dictionary
    • save in Local Storage
  • Again, I don't see any problem with ReponseJoueur variable.

    Have you tried running the project in Debug Mode and checking instance variables there?

  • The code you posted should work correctly. If ReponseJoueur is changed for all instances, there is probably some other event that causes it.

  • Do you change the "health" variable in "VerificationResponse" function? The function doesn't know which instance was clicked. You need to pass Element.UID to the function in a parameter, and pick Element instance by UID inside the function.

    Also, it's difficult to read your screenshots as they are in French. Please next time switch C3 language to English, or post your project file.

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  • Try setting "Use Worker: No" in Advanced project properties.

  • I guess it makes more sense to apply the notchfix plugin when you set the viewport fit to "Cover", instead of based on the status bar. I'll change that for the next release.

    Yes, this will be a logical solution, thanks!

  • construct-mobile-notchfix (which uses the full screen area) is only applied if you tick "Hide status bar", since it is assuming you want to use the full screen display area. You can untick that to leave the default notch handling behavior (shrinking to avoid it) instead.

    Ashley But if we untick "Hide status bar", the status bar will be visible on screens without the notch. This is not an option for many games.

    Is it possible to add a project/export setting which will allow us to choose - either to use the full screen (with hidden status bar), or the safe area only? It will be much easier than checking Platform Info expressions and programmatically re-arranging everything on the screen..

    By the way, I tested again just now, and SafeAreaInset* expressions always return 0 on my Android phone with the notch at the top.

    Also, the "Viewport fit" setting seems to do nothing. I tested both Auto and Cover values and didn't notice any difference.

    It feels like something is definitely broken with the notch detection.

  • Also, check out this demo - is this what you are after?

    howtoconstructdemos.com/a-system-of-doors-portals-to-travel-between-layouts

  • I've seen your game in the Store, it's awesome!

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dop2000

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