dop2000's Forum Posts

  • Conditions like "Every X seconds" really should not be used in sub-events or loops.

  • Can you draw a picture of that spiral path?

    Here is another behavior you can use:

    construct.net/en/make-games/addons/198/spline-movement-c3-runtime

    Demo project:

    dropbox.com/scl/fi/b7znsclmmgnkzpi8cracv/spline_demo.c3p

  • I guess you can put obstacles to form a spiral path.

    Why does it have to be with pathfinding? There are other options - MoveTo, Tween, timelines.

  • I don't have a solution, but I would try these things:

    • export/unpack into a different folder - local, not OneDrive
    • disable Windows Defender temporarily
    • reboot your PC
    • try running the exported game on another PC - if it has the same issue, it's likely your browser caching the exported ZIP
    • rename the project, to force generating a ZIP with a different filename
  • Does it work with only one enemy, which is mirrored? Maybe a mirrored sprite doesn't have LOS to the player for some reason.

    Are there any events which are parent to event #719? Perhaps they set the picked scope to only one enemy instance.

    I also suggest using Timer behavior for spawning bombs and for throwing/exploding bombs - instead of "every 1s" and "waits".

  • Superxonic is right — The first time you press the Up button and the function is called, the frame is still 0. Events 3 and 4 will only update the animation frame on the next tick. Move Events 3 and 4 inside the reload_position function to fix this particular issue.

    I imagine something similar is happening with your texts — likely due to the wrong order of events. Though it's hard to tell from your screenshots. For example, if you’re receiving data via AJAX and want to display it immediately, the correct sequence should be: Load the data into variables -> Then update the texts

    It looks like you might be updating the texts before setting the variables. But again, not possible to tell with the provided screenshots.

  • This is strange. We have a sprite with multiple animations for mouse cursor and changing between them is instant.

    Maybe 100px is too big for cursor? As an experiment, try resizing them to something like 20x20 px.

    Also, try disabling the Worker in project properties. If it helps, this might be a browser bug:

    github.com/Scirra/Construct-bugs/issues/3652

  • I use random(100)<30, it's slightly easier to read.

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  • How big are these images? 2s to load them seems way too long.

    You can try placing them all on the layout, they can be off-screen and you can destroy them after the layout has started. This should pre-load their textures into memory, which may help to reduce the delay.

    Another option is to add all cursor images into a single sprite as animations. Keep the sprite on the layout. Set the required animation, then set the mouse cursor from the sprite.

  • I press the button changing the variable, for example. Which sets the text.

    Which variable and which text?

    Are you talking about Index3 and "Engine_Type_Text"? The text should display (Index3+1)&"/5"

    So when Index3=2, then the text would display "3/5". Is this not the case?

    It would be a lot easier if you could share the project file.

  • Okay, so what exactly isn't working? What do you see, and what should be displayed instead?

  • Can you show the events above the "On tap" one? Is it nested under any other conditions?

    Also, please post screenshots of those functions - Change_Details, Details_Update

  • I need to stop when the blue object touches the line, and I thought of doing it via having another global variable and add another conditional check and 3 event blocks?

    Yes, you can add another condition like IsGameOver=0 to all those events. Or you can put them into a group and deactivate the group.

    Also, you need to use delta time in event #2: (direction*100*60*dt)

  • Physics behavior performance will likely be a lot better than your code - events are slow.

    physic filter

    What does this mean?

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