jweickum's Forum Posts

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  • I'm using a transparent layer with forced texture and a sprite with destination out to make a simulated flashlight. My problem is that you can't change the color of the light.

    Is there anyway to do better lighting systems, one that can have different colored lights?

  • I fixed it. All i had to do was add 1 to turn before creating an object so it didn't pick the created object only. Thanks so much for the help.

  • Ok then so i don't seem to know how to increase a variable for all instances at the same time. I made a separate event that just adds 1 to the family variable and nothing changes.

    Every 1 second => add 1 to family variable

    That should add one to each family instance that is currently created no? If not than it should add 1 to a single instance, which when ran nothing happens.

    I added actions to 3 events where they should add 1 to the "turn" family variable.

    But only 1 event actually adds 1 to any variable, that being the first one on every 1 second.

  • The potion is in tilesobjects family.

    But the variables dont count upwards at every true boolean condition. Unless i spawn a specific object instead of spawning a family. Following this picture the turn variable should add 1 to every family instance created every 2 seconds right?

  • I posted a picture and I'm using the "family" variable. But only when i specifically spawn a potion(changed object to match the picture) will the family variable actually count up.

    I could be misunderstanding what you mean though.

  • Boolean is true => spawn potion, add 1 to family 1 var, set boolean to false.

    Boolean is true => spawn family 1, add 1 to family 1 var, set boolean to false.

    Both of these events should be the exact same. But only the event with the coin object actually adds to the variable.

    Do families spawn differently than non family sprites?

  • Easy - don't use these behaviors.

    Make a barrier around the layout with solid tiles.

    Whats the point of having these behaviors if you always have to make some work around?

  • You could spawn an object on "watering can used" and whatever plants that are overlapping with the object, they get "watered".

  • Started a brand new project and have 1 object with the tile based movement.

    WASD for movement, but if I have "Bound to layout" or "Wrap" it messes up.

    "Bound to layout" with tile movement, will freeze the character if it touches the edge of the layout.

    "Wrap" once wrapping around for the first time, the direction of input that was used to wrap will stay and the character will be stuck on that direction.

    Any tips?

  • I just updated to 190....that's irritating. Thanks so much for the help!

    Would the bullet behavior be more acceptable than the move to?

  • This is what shows up when the game freezes, I have no idea what any of this means.

    Graphics 530 Direct3D11 vs_5_0 ps_5_0)] (standard compositing)

    behaviorInstance.js:1 Uncaught (in promise) TypeError: Cannot read property 'GetObjectClass' of null

    at a.RedBlackSet.SortByTickSequence [as compare] (behaviorInstance.js:1)

    at a.RedBlackSet.get_ (redblackset.js:1)

    at a.RedBlackSet.contains (redblackset.js:1)

    at a.RedBlackSet.insert (redblackset.js:1)

    at C3.RedBlackSet.Add (redblackset.js:1)

    at C3.Runtime._AddBehInstToTick (runtime.js:1)

    at C3.Behaviors.Sin.Instance._StartTicking (sdkBehaviorInstanceBase.js:1)

    at new C3.Behaviors.Sin.Instance (instance.js:1)

    at Function.C3.New (jsutil.js:1)

    at C3.BehaviorInstance._CreateSdkInstance (behaviorInstance.js:1)

    SortByTickSequence behaviorInstance.js:1

    a.RedBlackSet.get_ redblackset.js:1

    a.RedBlackSet.contains redblackset.js:1

    a.RedBlackSet.insert redblackset.js:1

    Add redblackset.js:1

    _AddBehInstToTick runtime.js:1

    _StartTicking sdkBehaviorInstanceBase.js:1

    C3.Behaviors.Sin.Instance instance.js:1

    C3.New jsutil.js:1

    _CreateSdkInstance behaviorInstance.js:1

    _CreateSdkInstance instance.js:1

    CreateInstanceFromData runtime.js:1

    CreateInstance runtime.js:1

    Spawn actions.js:1

    _RunObject_ParamsDontVary action.js:1

    _RunActions_Fast eventBlock.js:1

    _RunAndBlock eventBlock.js:1

    Run eventBlock.js:1

    _RunSubEvents_SolWriterAfterCnds eventBlock.js:1

    _RunSubEvents eventBlock.js:1

    _RunAndBlock eventBlock.js:1

    Run eventBlock.js:1

    Run eventSheet.js:1

    RunEvents eventSheetManager.js:1

    Step_RunEventsEtc runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    instance.js:1 Uncaught (in promise) TypeError: Cannot read property 'Draw' of null

    at C3.Instance.Draw (instance.js:1)

    at C3.Layer._DrawInstance (layer.js:1)

    at C3.Layer._DrawInstances (layer.js:1)

    at C3.Layer.Draw (layer.js:1)

    at C3.Layout.Draw (layout.js:1)

    at C3.Runtime.Render (runtime.js:1)

    at C3.Runtime.Tick (runtime.js:1)

    at normal (runtime.js:1)

    Draw instance.js:1

    _DrawInstance layer.js:1

    _DrawInstances layer.js:1

    Draw layer.js:1

    Draw layout.js:1

    Render runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

  • I think this link should work

    drive.google.com/open

  • Here you go

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  • I can't post a screenshot for some reason, but here is the events that seem to give me trouble.

    LogOBJ Width < 60 ------Destroy (If you disable this the game runs forever)

    LogOBJ On destroyed

    System Is Destroyactive

    System logcount < 8

    Trigger once -------- LogOBJ Sine Set to Disabled

    Add 1 to logcount

    Creat Object LogOBJ at layer 4 at Woodbox.imagepointx.(logcount)

    Set scale to 5

    The game starts with around 55 objects on screen and crashes with around 60.

    If you disable the destroy action, the game can make as many objects as it wants, and even triggers some particle effects.