dop2000's Forum Posts

  • No, sorry. I hope you made a backup copy.

  • This likely means that you have two different objects with the same name in your projects. For example, Player sprite - in one project it has 8direction behavior, and in another Platform behavior. Or in one project it has "health" instance variable, and in another project doesn't.

    In this case Construct can't paste objects between projects.

    You can try selecting and copying small groups of objects from the layout and pasting them on a blank layout in another project. If there are no error, try another group, until you find the object that is incompatible.

  • Check that the player sprite is not set as Global in the properties panel.

    If this doesn't help, run the game in Debug Mode (Shift+F4) and check the player object.

  • If you are talking about 500MB of image files, they will take much more than 1GB when if you load them all into memory, likely 10GB or more.

    You will need to carefully manage the graphics - load only necessary images and unload those that are no longer needed.

    You can estimate memory usage by placing a few sprites with animations on a blank layout and running it in Debug Mode.

  • Manually put all sprites from the family on an unused layout. Select all these sprites, right-click on one of them (which will be parent) and choose Hierarchy -> Add selection.

    Then select all children (without the parent) and untick all these checkboxes for them. Because you are using this hierarchy just to create them all at once, you don't want to sync any properties.

    Then use this action to create all sprites at once:

    Create ParentSprite at X,Y Create Hierarchy=Yes

    Make sure you don't have these sprites on other layouts.

  • If all members of the family have names like Obj1, Obj2, Obj3... then you can create them by name:

    For "n" from 1 to 10 : Create "Obj"&loopindex

    Another workaround is to manually create a hierarchy with all family objects on an unused layout. Then you can spawn this entire hierarchy in runtime, which will create all objects at once.

  • Technically it's not a bullet, it's a ray. Use Line Of Sight behavior, cast a ray and draw a line in that direction.

    There are a few examples in C3, check them out:

    editor.construct.net

    editor.construct.net

  • If you did upload c3p file, it should be available for download to anyone on the game page.

  • Save the speed from a previous tick in a variable, for example:

  • Firstly, you can't load that JSON into a dictionary, you will have to parse it into a JSON object.

    Construct expressions (like random or choose) can't be used inside the JSON string. If you need to pick a random value between three values (20, 50 or 1), you will have to add an array in JSON:

    {
    	"apples": {
    		"number_of_seeds": [50, 20, 1]
    	}
    }
    
  • Touch.SpeedAt(0) will give you the current speed. But if you need to detect acceleration, you will have to measure the speed over some time.

    For example, you can compare the current speed with the speed in the previous tick. Add the difference (positive or negative) to a variable. After 0.5 seconds, if the variable contains a positive number, then the touch is accelerating.

  • You can report bugs here:

    github.com/Scirra/Construct-3-bugs/issues

  • You should definitely remove all "Trigger once" from the function, don't use them.

    I am pretty sure that the second "While" loop is infinite and that's why the browser freezes.

    If you look at the very first screenshot in your post, it has While loop in event #9. It checks if LengthOfPattern2<NonChangeableLenghtOfPattern, but these two values are not changed inside the loop. So the loop just never ends.

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  • I just noticed you have "While" loops with "Trigger once". You are probably creating an infinite loop, press F12 and check for errors in the browser console.

    Can you explain why do you have "While" loop and what exactly are you trying to do in that function?

  • I just discovered that you can create custom actions (and hopefully custom expressions soon) pretty much for any object type! This is so incredibly awesome!

    Also, it would be great if we could convert existing functions to custom actions. I posted a suggestion:

    construct23.ideas.aha.io/ideas/C23-I-146