dop2000's Forum Posts

  • It's a problem with the build service, other people are reporting the same error.

    I believe it's the third outage of this service in the past couple of weeks.

  • You are doing something wrong. You need to post your project file or a screenshot of your events.

    Or check how to use Local Storage in the official template.

  • Local storage should work on any platform. There may be an issue with your code, please post a screenshot of events.

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  • You are right that Google Docs is not a good choice here.

    You need to store this information on a private server, or maybe use one of the online services like pastebin.com

    Retrieving it from C3 should not be difficult, you just make an AJAX request. The data itself may be in clear text format, for example "Today we are at XXX street", or JSON with map coordinates etc.

    The most important decision is how the truck driver will be updating this info every morning. In case of PasteBin service they will need to login and edit the text. If you store it on a private server, you might create a simpler way to update - for example a small webpage or a Google Maps widget.

  • Don't use "Trigger once" in loops or when the object in the condition has multiple instances. It will only cause obscure bugs.

    What are you trying to achieve here with "trigger once"? If you need to stop the loop when any hero is close to a puzzle, use "Stop loop" action.

  • Get logcat log from your phone. Look for error messages in the log at the time of the crash.

  • Yeah, the problem was not with the Timer. If you want a function to process a specific object instance, you need to pick that instance inside the function. So passing object UID in function parameter was the right solution.

  • It's not possible to answer your question without any details.

    Check out the official documentation, it explains (with pictures) how the pathfinding grid works:

    construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

  • You can add "For each" in a sub-event, just for logging. It won't change the logic.

  • If you start Timer for the entire family for random(n) seconds, it should work exactly as you described - each instance will get its own random timer.

    It's still possible that On Timer event will be triggered in the same tick for two or more instances, so you can add "For each family" to the "On Timer" event if you want to process each instance separately.

  • Regardless, create card instances. You can always count the number of specific cards, for example if you need to create card "A" but only if player doesn't already own 3 cards of this type:

    Card Compare instance variable Player="John"
    Card Compare instance variable Type="A"
    If Card.pickedCount<3 
    .....Create new Card
    
  • Yes, all switches in notification settings are turned on.

    If so, looks like the post was edited - I decided to not issue notifications on posts that edit them in to help prevent spam.

    I see, it makes sense.

  • You are right, I never noticed that there are 3 kings of clubs. It's because the deck size is 52 cards, not 54.

    also a bunch of 1 of cards is a lot different than some cards being played at 4, some being at 3, some being at 2, some at 1.

    Sorry, I don't understand what you mean by this.

  • Check out this demo, it's quite old but may give you some ideas:

    howtoconstructdemos.com/template-for-a-card-game-shuffling-a-deck-of-cards-dealing-cards-to-two-players

  • One other issue I noticed - someone tagged me in a new post, but I didn't receive a notification.