dop2000's Recent Forum Activity

  • Your Update function is called twice, but the second time there are two "1" values in the array, that's why you see total 3 "hellos" in the log.

    Add more log outputs and you'll be able to see this:

  • It's not a bad code, I just didn't really try very hard to figure out what it's supposed to do :)

    As I understand, the issue is with picking instances of Item object immediately after creating them. You can only pick a newly created instance in the same tick by UID. If it's not possible, you can use wait 0 or find some other workaround. Maybe use a different array to keep track of created items or something.

  • Try Overlapping at Offset:

    Player is overlapping floor at offset Y=10
    	Set floor animation frame to 0
    
    Player is Not overlapping floor at offset Y=10
    	Set floor animation frame to 1
    
  • I don't think Turret will fire at a target which is blocked by solid.

  • Yeah, but there is no setting on Turret behavior to ignore Solids, so I'm afraid the only solution is to not use Solid on enemies. You'll need to prevent collision of tanks and enemies with events.

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  • So when W is pressed, you call function "add" 3 times. In "add" function you call "update", so it goes add->update->add->update->add->update. These 6 function calls are performed one after another, but all in one tick.

    Inside the "update" function you check if Item with ID exists, if not, you create it. Object instance is not created immediately, you need to wait till the next tick before you can pick it by its instance variable. That's why your code works differently when you add "Wait 0" before function calls - it allows time for Item to be created.

    It's possible to fix this without "Wait 0" - for example, you can set some flag in the array when Item is created, but I don't really understand your code, so can't help with this.

    Also, if you need to see the order in which events are executed, add Browser Log action to your functions. Press F12, and you will see log messages in console. It's a powerful debugging method, you can output variable values, array contents, function parameters etc. and see how they are changing.

  • In events 4 & 5 you are picking Player instance. You need to change them to pick Enemy instance. So it needs to be "Enemy compare X..."

  • Your file is named "This thing YYY-3.capx.zip"

    You need to remove ".zip" from the end. To do this, you need to see file extensions in Windows. But, as I said in my previous comment, even if you do this, you will still not be able to open this file in Construct 2, because the project is corrupted.

    If you want to try fixing it, you need to rename the file to "This thing YYY-3.zip", unzip it into an empty folder and then manually edit caproj and all xml files.

  • I can't open your project as it uses some effect which I don't have. But I'm almost certain the problem is with the collision polygons. Ideally the Origin point and collision polygon should be identical for all frames in all animations of character sprite.

    A very common approach is to use an invisible sprite (simple box) with Platform behavior for controlling the character. And pin your character sprite with all animations to that sprite. Then you will not have these issues.

  • You can save and restore progress with Local Storage, either as a single variable, or as an array/dictionary.

    dropbox.com/s/szxb22rfzfcv9if/localStorage2.capx

    dropbox.com/s/f2d7lc8o4zajgeg/LocalStorageDemo.capx

  • The easiest way is to spawn a sprite with Fade out behavior at Player position on every tick.

  • It's not as easy as it seems.. Normally you add delays in loops using loopindex expression, but "JSON for each property" loop doesn't support loopindex, and JSON.CurrentKey/CurrentValue are not available after Wait.

    So the only solution I could think of is to load all keys and values into a temporary array and then do this:

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dop2000

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