dop2000's Recent Forum Activity

  • Like I said, you need to disable the Undo system completely and test saving feature. If it works correctly without the Undo, then you will know where to look for the problem.

    And of course, if you are not calling "SaveStep" function, then undo won't work.

    .

    Try clicking anywhere on an empty space, hold the mouse button, move cursor to your sprite button and release. It will work as if the button was clicked.

  • Why on earth did you put "Set isUndoSave=true" into event 148 again? This flag should only be set inside the "SaveStep" function! If you are setting this flag here and there in different events, this can easily be the cause of all your issues.

    .

    On a side note, why do you use "On left button released, Cursor is over button"? The problem with this event is that user can click somewhere else, move mouse cursor over the button and release. Why not simply use "On Object clicked" or "Button on clicked".

  • On timer event can be triggered for multiple object instances, if their timers expire at the same moment. When this happens, your action "Array set at Sprite.ax to 0" will only update one index in the array, unless you add "For each Sprite" loop.

  • Yes, if you see a number increasing to the left of console message, it means that the same message was logged multiple times.

    3-5 repeated debug messages for 1 click doesn't seem right.

  • When I click your link I'm getting "access denied" error.

    Try adding "System For each Sprite" to the On timer event.

  • Why did you add "under normal user profile"? Does it work under admin account?

    What happens when you preview? Press F12 in preview window, open Colsole tab and see if there are any errors.

    .

    It's probably unrelated, but I had an issue lately - preview was only working with disabled "Use worker" option. Updated desktop build and it was fixed.

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  • I would ignore the yellow warning.

    What's very weird is why browser log for line 127 is triggered on every tick, and there is no message for line 126. Are you sure event 127 is nested (sub-event) under event 126? It should definitely not be triggered without clicking the Load button.

    Or maybe you copied Browser Log for line 127 somewhere else and forgot to change it?

  • If you need a condition to check if any "attack_x" animation has ended you can do this:

    Player On any animation ended
    System compare two values: left(Player.AnimationName,6)="attack"
    

    .

    If you need to know the number (x) of current attack animation, you can do something like this:

    Set AttackNumber to int(tokenat(Player.AnimationName, 1, "_"))
    If AttackNumber=1 : Weapon1 destroy
    If AttackNumber=2 : Weapon2 destroy
    ....
    
  • I must say, I only understood maybe 30% of your explanation.. But I see one issue with your code:

    In line 71 you are checking "if the doors being overlapped share the same LayerDepthLevel values". But the problem is - if 2 or 3 doors are picked by the parent "is overlapping" event, this condition will only test the first door. And if its LayerDepthLevel is different from Spy.LayerDepthLevel, none of the sub-events will work.

    If you need to check if any of the picked doors have the same LayerDepthLevel as in Spy, you need to rewrite this condition:

    Doors compare variable LayerDepthLevel=Spy.LayerDepthLevel

    Note, that this event will further filter the picked Doors (for example, if 2 doors were picked by overlapping, only 1 door may become picked after comparing LayerDepthLevel)

    .

    Now, if you need to check that all overlapped doors have the same LayerDepthLevel as Spy, you need to use PickedCount expression. Save Doors.PickedCount in a local variable in event 70, then in event 71 compare Doors.PickedCount with that variable. (event 71 still needs to be rewritten as above)

  • I don't know, it's hard to do troubleshooting with screenshots.

    Disable or remove Undo system completely. Add different "Browser Log" debug messages in all events where you are saving or which may trigger the save. Try to find why the game is saved so many times, there is something in your code that's doing it.

  • When a game is running in a web page, it can't enter full-screen automatically. You can only request full screen mode after any user input - touch or mouse event. For example "Touch On tap -> request full screen".

    For your second question, you probably need to change the project scaling mode to Scale Inner or Scale Outer and enable scrolling (Unbounded scrollig=yes in layout properties).

    Or make your own keyboard that doesn't mess with the screen:

    construct.net/en/tutorials/mobile-keyboard-and-hall-of-fame-for-all-mobile-devices-738

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dop2000

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