dop2000's Forum Posts

  • Like I said, you can't just manually edit dictionary values. It's only done with the code. Right-click the dictionary in the list of objects and select "Find all references" to find all events where it can be populated.

    It's possible that the game loads the values from a file. Check the Files folder in the project.

    Is there a way that I can download the information in Debug mode?

    It's not possible. But you can add an event that exports the dictionary, for example:

    Keyboard On "D" key pressed : Dictionary Download
    
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  • The dictionary is empty by default. If it contains any values, this means you have a code in the project that puts these values in it, or maybe loads them from a file.

    You can of course modify the values in the dictionary using actions Set Key or Add Key.

  • You probably using it wrong. Please post a screenshot of your events.

    "In-memory only" option doesn't save your data when the game is closed!

  • Another option is to use Timer behavior on some other object (say, the table sprite). For example, you start tweens for ten different cards, with 0.2s intervals, and each tween takes 0.5s to finish. Start a timer for 0.6s with every tween. The timer will be restarted for every card until the last one. "On timer" event will be triggered once 0.1s after the last tween has finished.

  • "Mouse: Cursor is over object" event will pick the object instance. Make sure to configure the collision polygon correctly.

  • What is a "matriz"? Do you save to Local Storage? Please post a screenshot of the events where you save/load data.

  • You can't expect someone to create this mechanic for you. You need to explain what you have tried and what didn't work.

  • Haha, yeah, I still forget about this sometimes and instinctively wrap string variables in quotation marks. Sometimes I wish C3 was stricter about this, more like traditional programming languages.

    On the other hand, this lets you store entire JSON strings in variables without needing to escape every quotation mark.

    For example:

    Text variable myJSON = {"name":"John", "age":30, "car":0}

    Instead of:

    Text variable myJSON = "{"""name""":"""John", """age""":30, """car""":0}"

  • FileChooser On Changed: Sprite Load image from FileChooser.FileURLAt(0)

  • Did you put the string "Testing" with quotation marks in the variable definition? Remove them.

  • Say, you want to spawn the tracks every 10px, then use this condition:

    Every (10/Tank.speed) seconds

  • Here is the formula:

    Set volume to log10(speed/maxSpeed)*20

  • Answering your original question, here's how you can read text files with NWjs:

    Set var to NWJS.ReadFile("path")

    Another option that should work on any platform is with the FileChooser:

    | Global string s‎ = 
    + FileChooser: On changed
    -> AJAX: Request FileChooser.FileURLAt(0) (tag "tag")
    -> System: Wait for previous actions to complete
    -> System: Set s to AJAX.LastData
    
  • Without the rest of your project it's impossible to help you.

    Test with only 1 or 2 cards, run in debug mode, check all instances, variables and the contents of the dictionary. And you will probably figure it out.

  • I imagine if there were an issue with AJAX, it would've been reported a long time ago. Can you post a screenshot of your code?