dop2000's Forum Posts

  • There are two sprites in that demo. Tiled Movement is just another example, you can use 8-direction, or Bullet or some other behavior. The idea is the same - when two keys pressed one after another, increase behavior speed.

  • You can open this demo in free version of C3. And then you can copy everything over to C2.

    https://editor.construct.net
    
  • This is a bug, appeared in r190, please report it.

    See last comments in this post:

    construct.net/en/forum/construct-3/how-do-i-8/look-debug-mode-150556

  • tarek2 Oh, I missed the link to the project file. Disabling Sine fixes this, good catch!

    Oddly, this only happens in r190, it works fine in r189. Seems like a bug to me, two behaviors should be able to work together.

  • Do you have a copy of LogOBJ sprite on any of the layouts?

  • I don't really understand what's going on in this code. When the LogOBJ width can become <60?

    You are creating LogOBJ instance in "On destroy LogOBJ" event. Maybe a new instance is created and immediately destroyed in the same tick and the game gets stuck in an infinite loop? It's just a suggestion..

    Have you checked the browser console log (F12 -> Console tab), there may be an error message.

  • You should be able to insert a screenshot if you edit your comment. It's a bug:

    github.com/Scirra/Construct.net-website-bugs/issues/135

  • You mean the knockback is too small? Maybe the maximum speed is low, you can't set a vector that is higher than the Platform maximum speed. Try increasing it temporary.

  • Have you tried using their addon?

    construct.net/en/make-games/addons/206/kongregate-plugin

  • Check if you Dictionary is set as Global on the properties bar.

    If you don't want to reload it again from the file when you return to the same layout, add "Progress is not empty" condition to event #2

  • But does this move the same distance for 1 second at 30fps and 60fps?

    Yes, all behaviors are frame-rate independent, as long as your frame rate is 30fps or higher.

    Also, if you need continuous movement, use "Is key down" event, not "On key pressed"

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  • You may not be able to see this in the Debug Mode. You can check if the number of collision checks suddenly spikes, or lots of instances are created for some object. Maybe you can see something on the CPU/GPU Profiler tab.

    Does the game freeze permanently or for a moment? If you've narrowed it down to specific events, try disabling sub-events and actions..

    I can't imaging how adding new layout can cause any issues with the Destroy action.

  • Can you explain the controls? I don't understand how you want to control the swimmer with both the mouse and S/D keys. Is this a top-down view game? Can the swimmer move in all 4 directions, or only forward?

    If you need to repeatedly press S/D keys to swim faster, then check out this demo.

  • No worries! If I may, a few other suggestions -

    Try not to place buttons too close to screen edges, on "frameless" phones people will touch them by accident.

    Also, on many Android phones the navigation bar is invoked by swiping on the bottom of the screen. You have "Poker hands order" button there, so it causes it to open/close all the time. Not a big deal, but it feels like a poor UI design.

    And in "Poker hands order", when you tap on little question marks, the text that appears is too small and difficult to read.

  • Jump thru behavior is buggy. Check the collision polygon, make sure that the platform angle is 0 degrees.