dop2000's Recent Forum Activity

  • Yeah, that "Cannot read properties of null" error is probably why the export doesn't work. Unfortunately, I don't know what it means or how to fix it.

    Have you tried a different browser? Do you have enough free disk space?

    If it doesn't help, you can email Construct support.

  • I'm not sure if these errors on your screenshot are related to the export. Press F12, open console tab, clear the log. Then try to export and see if any new errors appears in the log.

  • What export option do you choose?

    If you are exporting for NW.js, tick "Enable DevTools" checkbox. Then if you run the exported project and it shows a black screen, press F12 and see if there are any errors in the Console tab.

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  • You probably have the entire spritesheet set as the first frame in the sprite animation.

    Double-click the sprite and delete that frame.

  • MoveTo is a better choice here. You can adjust/disable the acceleration, deceleration and rotation values if you want.

    With Tween you if the waypoints are at different distance from each other, you'll have to recalculate the tween duration every time.

  • You can use hierarchies - select both sprites, right-click on one and choose "Hierarchy add selection". Disable all synced properties for the child sprite.

    This may not be faster than copying/pasting text, but it will be easier to see which door connects to which exit.

    And in events you can easily pick child/parent instance.

  • "Simulate control" should work even if default controls are enabled. And it doesn't affect all objects with Platform behavior. If you use "Enemy Simulate Control", it would only move the Enemy sprite.

  • The Permutation table feature of the Advanced Random plugin is simpler than arrays and does exactly that - generates non-repeating random numbers.

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

  • Adding Solid behavior to an object won't prevent it from going through other solid objects. Solid is mostly used to work with other behaviors like Platform, 8-diection or Line of Sight.

    It won't be an easy task to make the movement like in Deepest sword. One solution is to create an animation where the character is rotated around the sword. Stop the animation when the character's feet (an image point) touches the ground.

    Another way to do this is to change the point of rotation. Instead of rotating the sword around its handle, when the sword touches the ground, you unpin it from the character and start rotating the sword around its tip.

    Like I said, it won't be easy. I suggest you start by studying a few example games included in Construct 3.

  • Don't use zero parallax then.

    The snake movement with 100% parallax looks correct to me. It definitely moves at constant speed.

    But you must use delta-time, or "Simulate control" action!

    construct.net/en/tutorials/delta-time-framerate-71

  • They don't speed up or slow down, the speed just seems different because the screen is scrolling.

    If you want them to move at constant speed relative to the screen, you can put them on a layer with zero parallax.

    By the way, if you have Platform behavior on snakes, you should use Platform actions to move them, like "Simulate control". "Move forward" and "Move at angle" are not Platform actions and may not work very well.

    Also, when moving something on every tick you should use delta time. Currently your snakes will move at different speeds on monitors with different refresh rates. If you run the game on a 240hz monitor, they will move 4x times faster.

  • "have a crapload of spritefonts already set up for each language" - this may be the best solution. You can't just replace an image in a spritefont, because different languages have different number of letters in the alphabet, and will require different settings for character spacing.

    So I suggest setting up a separate sprite font for each language, then adding all these spritefonts to a family. Use the family in all events.

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dop2000

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