dop2000's Forum Posts

  • From the documentation:

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  • Do you create an Element instance in runtime? Did you tick "Create hierarchy" checkbox? Also check which properties the child objects are syncing with the parent (on the properties panel).

    I'm using the method you described heavily in my project and it definitely works.

  • Run the game in Debug Mode (Shift+F4) and check object counters on the left panel. It sounds like too many objects get spawned. Also, if you posting your game here, you need to post c3p project, not an exported game.

  • I tried a few C3 games in the Arcade that save high score to Local Storage, and they all work fine.

    You can try uploading the official "High Score" example, see if it works. Maybe the issue only affects recently added games. Try different browsers, incognito more, try different internet connections if possible.

  • Could be, or it could be a problem in your events.

    Open the browser console when playing in the Arcade and see if there are any errors related to storage.

  • For top down or side view? Here is a side view demo:

    howtoconstructdemos.com/physics-car-with-suspension

  • When you use "Get item" action, Local Storage doesn't check if the item exists, it just tries to pull its value. That's why "On get" is triggered. But if the item doesn't exist, its value will be empty.

    Instead of "get item" use "Check item exists" action. And then in "On Item Exist" event you can access the item value.

  • I don't think there is much you can do, other than report them to Google Play support.

    Even if you add some code that validates your logo or app id, an experienced hacker would be able to bypass it.

  • Most common method is to use a family.

    Pick one instance of a sprite, pick another instance of a family. Then pin or connect them with a joint.

    Here is another demo of a chain:

    howtoconstructdemos.com/create-a-realistic-chain-or-rope-with-physics

  • Use "Set scale" action. Set scale to random(0.5, 1.5) for example, it will change both width and height.

  • Another option is to add all these array into a family. Then you could pick family instance by name, using this condition:

    System Pick ArrayFamily by evaluate: ArrayFamily.ObjectTypeName=nameVar

    .

    You can also use a single array object with several instances - just like you do with sprites. Each instance will store strings for one language. Define an instance variable "lang" on the array and pick array instance by variable value.

  • Even if it "almost works", that second event on your screenshot runs on every tick, which is wrong. It also has "Wait 4 seconds" in it, which makes the engine to create hundreds of delayed threads. This is a serious mistake, that can cause poor performance and nasty bugs, you should definitely fix it.

  • Currently event #2 on your screenshot runs on every tick.

    It needs to be a sub-event inside of event #1. Then it will run only when the button is clicked.

  • Which behavior are you using for movement? With TileMovement you can do something like this:

  • Only the first bullet flies away from the character

    Run the project in Debug Mode (Shift+F4). After firing a second bullet pause the preview and then find the bullet in the list of objects on the left. Check how many instances of the bullet are there, check their properties. Maybe the new bullet is invisible, or on a wrong layer, or has wrong coordinates etc.

    Debug Mode is a super useful tool for troubleshooting. If it doesn't help, consider posting your project file.