okgaz's Forum Posts

  • Update: I managed to do this by downloading the project as separate files and search/replacing all instances of "250" with "249". So far seems to be working ok.

  • Yeah even after removing and re-adding browser to the project I get this error

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  • Oh yes, you're right that's why I couldn't add it again (didn't realise you couldn't have more than one instance). It doesn't seem to work correctly though. Open URL no longer works. I managed to download the project as a folder and edit it to say it was r249 and open it in r249 and it seems to be working ok there. Will keep testing things out both in r250 and r249. Launching something tomorrow and have def learned my lesson about using beta versions!

  • In the latest beta version the Browser object has disappeared. I have a project I need to export tomorrow. Any way I can try and force r249 to open it?

    Thanks!

  • I need to execute javascript too. Is there a way for me to open my file in a previous version so I can use Browser?

  • Hi,

    Seems that Browser has been removed from R250. Has something else been added that can be used to open URLs?

  • Hi,

    I'm using "Pick a random FAMILYNAME instance" to pick a random object. The object could be one of any 10 different object types.

    I want the object to do a behaviour that is attached to the object rather than the family (they all have different ones). I can't see any way to figure out what object has been selected though. Is it possible? If not has anybody used a different solution to do this?

    Thanks!

  • They are moving any direction (360 degrees)

    You can use Tween instead of MoveTo. Tween will change X coordinate, and Sine will change Y.

    I tried this and it worked but didn't look as good as they would go different speeds depending on the distance

    If your character is moving horizontally only, then instead of "MoveTo On Arrived" event you can simply compare X-coordinate. If Character.X=targetX, then it has arrived.

    I tried this too as I figured it will still work but it was really hit and miss for some reason. I can't figure out why, may experiment with it more.

    Another solution is to use a separate invisible sprite for character, with MoveTo, but without the Sine - let's call it CharacterBase. And you will have to set your visible Character sprite position on every tick to CharacterBase + Sine offset.

    If I'm still having no luck I'll investigate this.

    Thanks for the great ideas!

  • I'm moving characters around using the MoveTo behaviour. When they are moving I want to make it look like they are hopping so I also use the sine behaviour to move them up and down vertically.

    When they arrive I use an "On Move To Arrived" event to stop them them hopping.

    However the arrived event isn't working a lot of the time. I think it's because they are also moving up and down due to the sine behaviour so they are not landing on the correct spot, sometimes for up to 8 seconds.

    Any ideas how I can use these 2 things together? Or a good alternative?

  • That's what I was thinking. I'll give it a go when I get to that stage of the project.

  • I'm building a large game with lots of mini games inside it (20+ mini games). It could get complicated and unwieldly to build all of this in one project.

    I was wondering is it possible to build the mini games separately and still access them in the main game. For instance load them in an iframe in the main game so they can play them without leaving it? I would also like to either pass some variables between the main and mini game or allow them to access variables in one another.

    What do you think, is this a good plan/should it be possible? Or any alternative ideas?

    Thanks!

  • Is it possible to access javascript variables from the html page on which the construct 3 game is embedded? Or pass variables from the page to the game (after the game has already started?)

    Thanks!

  • I figured out how to fix it. I was using

    or If Sprite | Value = 13

    in an if loop above it in the code. For some reason this prevented it from working. I changed it to

    or If System | Sprite.Value = 13

    and it works again. In both cases this was just an or tagged on the end and wasn't even true in this case. Strange but atleast it's working now!

  • I just went back and it works fine in version r182.2.

    Any ideas what has changed since then that would stop my sprites being destroyed?

  • I just tried to edit one of my games. Since the latest update it isn't working correctly though. Sprites that have been placed using the layout editor can't be destroyed using

    Sprite > Destroy

    Sprites that have been placed in the event sheet however can be destroyed.

    Is anybody else experiencing this?