Asmodean's Forum Posts

  • Sprites have a condition 'is on-screen' if you negate this you can destroy the sprite if is not on the visible screen. Your sprite has to be on screen from start or spawn on screen otherwise it would be destroyed immediately.

    Bullet| (not) Is on-screen -> Bullet| Destroy

  • I like that, especially at the beginning the build up of the labyrinth.

    On little note, if you use the arrow keys and space, some keyboards won't recognize three keypresses at once (two arrow keys + space). You can get funny side effects. I would use the shift or control instead of space.

  • Without looking at your code, I think that is a limit of your keyboard (maybe I'm wrong here and is your code). There are keyboards where you can press only two keys at once in some combination. Mostly the shift and control keys are an exception. So try to use the control or shift key.

    "In order to save money, keyboard manufacturers often put many keys on the same "circuit" of sorts within the wiring of the keyboard. This prevents multiple keys in the same region of the keyboard from being pressed simultaneously. Sometimes it even prevents more than 2 keys at all from across the whole keyboard being pressed at once. Often the shift, ctrl, and alt keys are not within this limitation, so you can hold shift and press 2 other keys at once and it will still work fine."

    gaming.stackexchange.com/questions/6669/how-do-i-remove-the-limit-on-pc-keyboard-button-presses

  • The problem is the triggert event 'on touch'. It picks one instance, the 'for each' sees only one instance so there is no comparison with other UIDs possible. You have to use 'pick all' before 'for each'.

    I made another example. I hope that will help you more:

    drive.google.com/uc

  • What is in your Family? Are using sprites as tiles instead of a tilemap?

  • I made a litte example how I would do it, maybe that helps:

    drive.google.com/uc

  • It stucks in an error loop:

    Uncaught TypeError: Cannot read property 'apply' of undefined

    Press F12 if you use FF or Chrome before you hit start and chose the tab console and you will see it.

    If you you use a beta version of C3 try the stable version, if you minifying your game try without it.

    Or make a bug report: github.com/Scirra/Construct-3-bugs/issues

  • It should look like this:

    + System: Array.At(x,y)="example_text1" | Array.At(x,y) = "example_text2" = 1

  • You can do that in compare condition.

    For the first value you have to put: array.at(x,y) = "example_text1" | array.at(x,y)= "example_text2" if this expression is true it will be 1. So you have to compare it with 1 in the second value.

  • cristobal

    I have no clue if that works and if it works, it works only with the old c2 runtime on c3.

    Sometimes i got problems to place the plugin in the layout. I had to delete it from the project and add it again.

    And it doesn't seem to work in the preview I got :"This request has been blocked; the content must be served over HTTPS. "If I try to call a URL

    drive.google.com/uc

    Original is from Nandynho

    construct.net/forum/extending-construct-2/addons-29/plugin-html-iframe-99973

  • If a game is published and some people can't see the effects it can lead to bad reviews / bad experiences etc, and it's quite a lot to explain to a casual player to do..

    If you publish it as a web game there is not much you can do. You could only do it without effects.

  • My wild guess: His GPU is blacklisted in the new Chrome version.

    He could try to enable 'Override software rendering list' in chrome://flags/#ignore-gpu-blacklist

    You could also try to put a textbox with 'Text: Set text to Renderer' on your layout. To see if webgl is supported.

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  • Some minor dropped frames here and there seems to be v-sync. V-sync seems to fail more on battery, and power plans set to recommended settings.

    I think most of the problems are v-sync problems. As I wrote the timer accuracy is decreased in battery mode, and this causes frame drops. A second problem could be the patches in the browsers for meltdown and spectre.

    They decreased the timer accuracy, possible that this also cause v-sync problems and frame drops.

    hackaday.com/2018/01/06/lowering-javascript-timer-resolution-thwarts-meltdown-and-spectre

    But you have to ask Ashley if this could be a problem.

  • You can create objects by name, like:

    + TextInput: On text changed

    -> System: Create object TextInput.Text on layer 0 at (0, 0)

    You can avoid problems with uppercase or lowercase if you use upercase and lowercase. For example:

    lowercase(TextInput.Text )

    and give the objects lowercase names.

    Edit: This works only in Construct 3