dop2000's Forum Posts

  • It's a weird thing about OR-blocks in C3 - they still pick instances. So in your case, when the first condition (Player hitCount) is false, then no Player insteances will be picked. If the second condition is true, the event will execute, but because the picked scope for Player is zero, "Player set animation" action will have no effect.

  • 1200 is not a lot, the project should not take more than a several seconds to save. (Unless you have a slow HDD drive in your PC)

    If it takes 2 minutes, the problem may be with something else..

    I would try a different computer, to see if the issue is hardware or OS related. Also try removing that large JS file from the project, just to test.

  • It depends. If you have hundreds or thousands of sprites, replacing them with a single tilemap will be much better for performance.

  • Check the number of files in Images and other folders.

    Each animation frame is saved as a separate file. And if there are many thousands of them, the project will take a long time to load and save.

  • It's better not to use Trigger Once at all, than adding it "just to be safe". It's very often used incorrectly and can cause difficult to fix bugs.

  • construct.net/en/make-games/manuals/construct-3/interface/debugger

    To add console messages, add Browser object to your project and use "Browser log" action. Press F12 in preview and you should be able to see your messages in the console tab.

  • Trigger Once condition is used incorrectly in all screenshots in this post! It should not be used inside of loops, or be the first condition in an event. Also, never use it when working with multiple instances of an object!

    farfetchd83 All you need to do is either put particles to a container with the sprite, or spawn them in "For each" loop inside the "On start of layout" event.

  • You can add an event - when a key is pressed, set time scale to 0.

    Another option is to use Browser Log to output the speed value into browser console. You can even do this on every tick, this will give you the full history of how the speed was changing.

  • Try adding "For each sprite" to the event where you spawn and pin the particle object. If this doesn't help, you'll need to post your code or project file, it's difficult to guess without it.

  • You've likely selected "Letterbox integer" scale mode in project properties. Change it to "Letterbox scale"

  • Looks like this list is automatically scaled to the widest item, but in your case this doesn't work for some reason. I suggest filing a bug with the details about your browser etc.

  • You can enable unbounded scrolling and instead limit the scolling area to layout borders with events. Create a camera sprite with ScrollTo behavior and set its position on every tick.

    For example:

    On every tick 
     Camera Set x to clamp(player.x, viewportWidth(layer)/2, layoutWidth-viewportWidth(layer)/2)
    
     Camera Set Y to clamp(player.y, viewportHeight(layer)/2, layoutHeight-viewportHeight(layer)/2)
    
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  • Add a breakpoint in the event you want to debug and run the project in Debug Mode. Or add "Browser Log" actions to these events and check the console log.

    It's difficult to tell why your code doesn't work without the project. One common mistake is a wrong usage of "Trigger once" condition.

  • I don't work for Scirra :)

    If you find a genuine bug in Physics plugin, you should report it. But if you mix Physics with other behaviors or misuse it in some other way, then it won't be reviewed.

    Check out the documentation:

  • Physics engine is pretty complex, and it's not compatible with other behaviors like Platform. If you stress it, it may fail.