dop2000's Forum Posts

  • No, runtime.callFunction is for calling C3 functions defined in events. So to call just use UUID();

    But you need to pass runtime to it. So UUID(runtime);

    And in your script change the function to function UUID(runtime) {....}

    Look at my second screenshot.

  • There are several ways to do this.

    How many values do you need to store for each tile? Will the set of values be the same for all tiles, or different? For example, water tiles will have "depth" value, ground tiles will have "walk_speed" and "solid" values etc.

    Will there be many tiles without any values? You can think of a Tilemap as a 2D array, which stores tile type (ground, sand, water, rock). So you don't have to store this info in the array.

    Do you need to store the array with all these values in the project, or will it be randomly generated in runtime?

  • Put the file into Scripts folder and change its purpose to "Import for events".

    However, if you need to access runtime in the function, you might have to pass it as a parameter.

  • Does this happen with a new blank project? Can you try a different browser? Maybe clearing browser data will help.

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  • Press F12 and check error messages in console log - there may be more information.

  • Or

    Set animation frame to (self.AnimationFrame=0)

  • It depends on the game. For example, if you are using Platform behavior, you can temporarily increase its maximum speed and apply vector X in the direction of the dash. Say, max speed=2000 and vectorX=-2000. Also disable player controls.

    After a small delay enable the controls and restore the max speed.

  • If the object doesn't exist on current layout, you can't access its properties. You need to create it first.

    I misunderstood the question

  • I almost never use breakpoints, because they never work where I need them...

    Browser logging is still the primary debugging technique.

  • 3d calculations for 40k objects will certainly heavily use CPU resources.

  • Static objects should not utilize CPU. (as long as they don't have any behaviors or effects)

    Make sure you are not updating them too often, avoid using "For each" for all 40K instances.

    Also consider using a tilemap instead.

  • No need to tag me :)

    I don't know what the problem is. Make sure to start playback only after a user input (mouse click, key press etc.) Also check out this post:

    construct.net/en/forum/construct-3/how-do-i-8/music-work-every-browser-155250

  • Export with DevTools checkbox enabled. In the game press F12 and check for errors in console log.

  • Ashley It appears to be a different problem:

    Note: This project doesn't even open in previous versions (I tried r388.2, 388, 387, 386, 385, 384, 383, 382, 381, and 380) so I wouldn't be able to change any names of anything inside the project

    I wish console errors in Construct contained more useful information. They are often too vague or illegible, like "Invalid name" or "Error Zx.fs in qf.gu"

  • How is the sprite moving? Do you use any other behavior, or moving it with events?