dop2000's Forum Posts

  • Try to isolate the issue - remove addons, disable or remove blocks of code etc. Once you find what exactly is causing this error, and if it's not caused by third-party addons, you can report it:

    github.com/Scirra/Construct-bugs/issues

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  • It's not possible, when spawning a family, a random family member is created.

    You need to spawn a specific sprite or use "Create object by name" action.

  • rgbEx() takes values form 0 to 100.

    Use rgbEx255 expression

  • Gamepad buttons also have unique codes.

    A=0, B=1, X=2, Y=3, LShoulder=4, LT=6, RShoulder=5, RT=7, LStick button=10, RStick button=11 etc.

    If you are using sticks as left/right/up/down, then of course you will have to write some additional code to allow remapping them.

  • It's not a bug. If someone tells you "go left, but you can only move forward" - will you be able to do that? No.

    When you move a sprite with pathfinding behavior, it uses "Rotate speed" to make turns. When rotate speed is 0, it can't turn and therefore can't move.

    Before posting bugs for behaviors which have been around for ages, try to read the documentation first.

    And your sprite3 doesn't appear because node index is zero-based, you need to start the loop at 0.

  • but when you press play, it asks me for the Windows path.

    I've never seen this. Try installing the Linux build manually and see if works on Steam Deck. If it does, then maybe Steam serves you Windows version or you configured it wrong.

  • There is no exe in Linux version, instead there should be a file with your project name and no extension. Right-click it and select "Add to Steam". Then exit the desktop mode, boot back to Steam and you should see your game in Library -> Non-steam games.

  • It's difficult to guess without the project file. Check image points in all objects. Check that the bullet is spawned on a layer without parallax. Try attaching the turret with hierarchy instead of Pin - pin can lag slightly if the objects are moving too fast.

  • Gamepad controls should work. Are you using NWjs export?

  • Place an invisible tilemap, draw narrow paths on it from node to node. Set those tiles as walkable and the rest of the tilemap as not. Find a path, see which nodes it goes through, then move from node to node with MoveTo behavior.

    I suggest using EasyStar pathfinding, but you can do the same with the official plugin too.

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  • Touch.XAt(index, layer) - is for touch index.

    Touch.XForID(ID, layer) - is for touch ID.

  • Instead of "Set angle towards position" use "Set angle" action.

    Angle: angle(thumbpad2.x, thumbpad2.y, leash2.x, leash.y)

  • Array.At(1,loopindex(Array.CurY))

    Try Array.At(1, Array.CurY)

    I prefer to use System loops when working with arrays:

    System For "y" from 1 to (Array.Height-1)

    Text append Array.At(1,loopindex)