dop2000's Forum Posts

  • Looks like you are not using hierarchies properly. You can set "transform width/height" for all children in a hierarchy. Then when you change the scale of the parent object, all children will be scaled automatically with it.

    You also don't need to link parts of the hierarchy with instance variables. If collider_char is the parent object, to pick its head you simply use "collider_char Pick Children Head" condition.

    You can create a family called Limbs for all arms/legs sprites. Then the code may look like this:

    if Body Scale=0.5
    Body pick children Limbs : Limbs set scale to 0.7
    
    
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  • Try to unpack it, maybe the archive is corrupted.

    Check error messages in console in the editor.

  • Without the steps to reproduce, there isn't anyone can do I suppose.

    Are you using hierarchies? Do you create/destroy them in runtime? Are there objects with Persist behavior in hierarchies? And do you use System Save/Load actions? From my experience, a combination of these things can sometimes cause similar errors..

  • You can use layout scale.

    If you don't want to scale the layout or layers, the only other option I can think of is to change the size and position of all objects.

  • I suggest saving your project as a folder. After the first time saving it will go much faster.

  • You can use a different expression when timescale=0 with a fixed value instead of dt, for example 0.016 (which corresponds to 60 FPS).

    Or calculate your own dt from fps value:

    If timescale=1 : lerp(width,xpbarwidth*(xp/maxxp),XPBar.dt*4) 
    Else: lerp(width,xpbarwidth*(xp/maxxp),(1/max(fps,30))*4) 
    
  • You can do this:

    But I'm not an expert in JS, so this solution may not be a good one.

  • You need to post here:

    github.com/Scirra/Construct-feature-requests

  • How can I change the settings so that Construct 3 doesn’t download the NWJS version every time for each platform when i try export game?

    C3 should download each version of NWJS only once. It's then kept in browser storage.

  • Have you tried this?

    runtime.globalVars.varName = button;

  • I mean, the function creates a battlefield icon, but picks the last grid icon instead of the battlefield one, thus changing its size, position, etc.

    I doubt this is the case. If "Pick last created" condition goes immediately after "Create" action, then it should pick that created instance.

    Perhaps the function is called with an invalid objectName? In this case the Create action will not create anything, and "Pick last created" will indeed pick some previously created icon.

  • Try searching the forum for something like "idle income", there are lots of posts.

    Use Date.now expression of the Date plugin to get the system time in milliseconds:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/date

    While the game is running, save the time to Local Storage every several seconds or so. When the game is launched, try to retrieve the value from Local Storage and calculate how much time has passed.

  • all it needs to do is add a variable to another variable every .1 seconds, and every 1 second

    Your game doesn't need to continue running for that. You save the time when the game was suspended. When it's resumed, you simply calculate how much time has passed and add it to the variable. Use Date object to access system time.

  • It's difficult to guess. Check z-elevation settings on all objects. Check in Debug Mode that they are on correct layers, maybe some event moves them. Check that they don't have any blend modes or effects.

    Can you can reproduce the problem in a blank project by copying all three objects there?

  • I don't know if this is possible on Steam Deck, but if you manage to open developer console (F12), there will probably be an error message explaining the black screen.

    Perhaps if you connect an external keyboard to the Deck?

    You need to export the game with DevTools enabled.