blackhornet's Recent Forum Activity

  • You'd have to post a CAPX then to get better help.

  • Maybe try moving event 42 to 51 as a subevent of 41, so you know only one Enemy is picked at a time.

  • If you've done the very first tutorial, https://www.scirra.com/tutorials/37/beg ... onstruct-2, then you have all of the answers already.

  • I'd suggest a simpler approach. Rather than trying to decode 15 different combinations. Go back to the tutorial but just add the ability to add a spritefont of the level number on top of the button. Then you only have to deal with the 3 states, plus the one incremental step of making the spritefont visible when the level is unlocked.

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  • In your example above, coming out of event #1, would be considered reaching the next top-level event. Anything you do, still inside event #1, including groups, functions, is still not valid. Triggers should be OK, as they are outside of the event loop, but if the trigger happens immediately, I'm not 100% sure then.

  • There are a bunch of calculations to optimize the file size. Just because the font fits in 4096x1024 doesn't mean it fits in 2048x2048. That would only work if the characters where square, but they are not. They are typically taller than wide, so generally the calculations would result in an even larger number in the height dimension.

    A lot of these warnings have been around for years, so it may not be relevant. Hard to say.

  • I cleaned up a few things but the main problem I saw was that you were starting two async operations at once, but expecting them to occur in order. Check localstorage after you've got the AJAX data, since the Dictionary group isn't turned on until then. You also don't need the extra Get step as the data is already there on an "exists".

    I've tried to remember to disable anything I changed so you can see the before and after. It wasn't clear what else might not be working. You'll need to explain specific examples.

  • A for loop is synchronous. Just because Local Storage is async, don't think anything else is. Your counter mechanism shouldn't be necessary. Post a CAPX for specific help.

  • "Find path" is an asynchronous operation - it takes time to calculate. You can't call "Move along path" right away. Add "On path found" and then do "Move along path".

  • Indices start at 0, so you can only index 0,1,2 for an array with a size of 3.

  • C2 loops 60 times a second, and when you have isAlive=0, it's replaying the sound every 1/60 of a second. Either play your sound when the player dies, or change the isAlive value to something else in event 11.

  • This has been documented many times. You can't pick a newly created object until the next top-level event.

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blackhornet

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