dop2000's Recent Forum Activity

  • Always check the last page of the thread for fresh download links.

  • You can use the same principle. Only instead of receiving characters from keyboard, get them one by one from TextBox.text

  • So it happens only when switching to death animation by this event?

    You didn't expand it on the screenshot, so maybe there is something wrong inside of it. Or somewhere else in your code...

    Rename Fade behavior on the boss sprite to a unique name like "FadeDeath" and search for this name in all event sheets.

    If nothing helps, as a workaround you can add an event that will disable Fade behavior on frame 0 of death animation.

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  • Layout size needs to be bigger than window size, or you need to enable "Unbounded scrolling" in layout properties. Then use ScrollTo behavior, Shake action.

  • I have no idea. You are sending the whole array in JSON format. In this case you need to process this JSON string in the google script. I don't know how to do it.

  • You can use "Wait for previous actions to complete" before picking objects.

    Nicolas Wak No, "Wait for previous actions" works only with asynchronous actions, which are marked with a clock icon. I don't think it will help with picking newly created objects.

  • Have you seen this template? I believe it does exactly what you want.

    https://editor.construct.net/#open=animated-spritefont-effects
    
  • There were some logical mistakes in your code.. As I understand, the circle sprite with Solid=enabled was supposed to indicate an occupied cell, but you never re-enabled Solid, so the end of the game was only detected when a second circle was spawned at the same cell..

    Anyway, please see my version:

    dropbox.com/s/rdzug7useh2e6j1/finishedpoke2.c3p

    Note, that I removed Solid behavior and temporary disable collisions when a new circle is created instead. Also, I changed collision polygon of the circle.

  • When you start "death" animation, do you start it from the beginning or from current frame? It may be possible that when the "alive" animation is on frame>15 and you switch to "death" animation from the current frame, that's when it triggers the Fade, and then "death" animation restarts from the beginning.

    Add another "Browser Log" to the event where you start Fade, it may help to understand the issue.

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  • Your picking event is wrong. You need something like this:

    System For each Head
    	Hand compare instance variable Family=Head.Family
    		Hand set position .....
    
  • I would try disabling big chunks of code and try to find the exact event that's causing this error. I vaguely remember seeing this error before (edit: found it), I think it had something to do with layers, z-sorting..

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dop2000

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