dop2000's Forum Posts

  • Have you tried changing "Stepping mode"?

  • Run "select" layout, press Reset to clear storage.

  • It definitely works. I can't help you if you can't even run and test my project.

  • When you do "Obj on collision with Obj", it picks two instances. And you need to do additional picking if you need to get the type of each of them - use "System pick Nth instance" or "System For Each".

    You can create two families with the same sprites to make things easier. Then you could refer to each instance without having to pick them one by one. For example:

    Fruits1 On Collision with Fruits2
    
     Fruits1.animationName="Blueberry" & Fruits2.animationName="Blueberry"
     -> Create Cherry
    
     Fruits1.animationName="Blueberry" & Fruits2.animationName="Raspberry"
     OR Fruits1.animationName="Raspberry" & Fruits2.animationName="Blueberry"
     -> Create Pineaple
    

    If there are a lot of fruit combinations, this approach is not ideal because you'll have to create a lot of events. If this is the case, I would suggest using an array or JSON to store all these recipes. And perhaps a function which will look up a pair of names in the array and return the name of the merged object.

  • Try disabling Follow behavior. Even when Follow is stopped, it's still active and prevents object movement.

  • I also suggest checking the browser console log - both in the editor and in preview. If there are any problems with the project (like a corrupted file), there should be an error message in the console.

  • Do you have previous versions of your project? If they work correctly and your current version glitches, then it's likely some mistake in your code.

    You can also try a different browser.

  • It doesn't work like this. You need to post your suggestions on Github, each in a separate post, following the guidelines:

    github.com/Scirra/Construct-feature-requests/issues

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  • I’ve always said that 'Trigger once' is the most harmful feature in Construct. Many people, especially beginners, use it as a universal fix for various issues in their code. And in doing so, they often create new, more serious, and harder-to-detect bugs.

  • Post your bug reports here:

    github.com/Scirra/Construct-bugs/issues

  • I made a demo project for you some time ago, did you see it?

    construct.net/en/forum/construct-3/how-do-i-8/load-list-names-randomly-pull-184710

    It demonstrates how to load a list of names (teams) into an array, a dictionary, or a variable. And how to get a random name.

    The screenshots have been super helpful. I'm also worried about using AJAX.LastData as I'm using that now in this project for a few different things, like team names (this situation we're discussing) but then also for a collection of player positions.

    This is why I told you in another post not to use "Wait 4 seconds" before accessing AJAX.LastData!

    AJAX has tags for this exact reason, to allow multiple requests running at the same time and distinguish between them. Once an AJAX request is completed, you need to immediately copy its data somewhere - into a variable/array etc. Because another request will replace AJAX.LastData

  • No, worries, here is a simple free version with a youtube tutorial:

    howtoconstructdemos.com/generate-random-levels-from-pre-built-scenes

    To make the level endless, instead of moving the scenes you need to copy them.

    Also, this is a pretty old example, it was made before hierarchies and templates became available in C3. So now you can add all objects on a scene to a hierarchy, give it a unique template name and create the entire scene with one action.

  • That example is not valid for me, I want all the starting levels in my game to be unlocked and there are no star levels to save in the array.

    This is like saying that I can't use the example because it's saving apples and I need carrots.

    Just modify the example to save the stars or scores instead of the locked/unlocked state!