dop2000's Forum Posts

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  • Do you export to NWJS? Select "Enable DevTools" when exporting. Then when the game crashes, press F12 and check for error messages in the console.

    Can be this issue:

    construct.net/en/forum/construct-3/general-discussion-7/nwjs-performance-worse-now-177359

  • I posted a suggestion for Custom Expressions

    Thanks, voted.

    I'm curious why this hasn't been implemented yet. Custom Expressions seem like such a logical extension of Custom Functions.

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  • Use "System Evaluate Expression" event:

    Player.JumpCount%2=0 is even

    Player.JumpCount%2=1 is odd

  • Don't use automatic targeting - remove "Add object to target" action.

    Instead use "Acquire" and "Unacquire target" actions. And LOS behavior to check if the target is visible.

  • What exactly doesn't work? Try these settings:

    Spray cone=360

    Type=One shot

    Speed=100

    Speed randomizer=100

    Grow rate= 50

    X/Y randomizer=20

    Acceleration= -100

    Destroy mode=fade

    Timeout=1

  • Yes, accelerometer values are available in Touch plugin.

  • Keep the previous value in another variable. Then check if t>=(PrevValue+1), then execute the event and set PrevValue to t.

  • See Ashley's responses here:

    construct.net/en/forum/construct-3/how-do-i-8/two-objects-pathfinding-not-138879

    If you need two objects have different obstacles, you will need to configure slightly different grid settings for them.

  • Use audio tags and check that the tag is not already playing.

  • Google Play has a 150 MB size limit for apps, so many games download additional content after the installation.

    Is it possible to do this in C3? Perhaps with some Cordova plugin?

    I'm talking about downloading files (that go into Files folder in the project), videos and audio.

    I wonder if simply requesting each file once with AJAX and waiting for it to download will be enough? Will they be stored in app cache and available to use offline after that?

    Tagged:

  • This is not possible.

    If your animations are named like A1, A2, A3.., you can simply store the total number in a variable.

    Another option is to try to change the animation, and then check if it has changed. For example, the current animation is A1 and you're changing it to A99. Then check if A99 is playing. If not - then A99 doesn't exist.

  • I've never used directional conditions, but it seems straightforward enough:

    + System: On start of layout
    -> PF_Map: Begin adding directional conditions at 2,1
    -> PF_Map: Add direction LEFT
    -> PF_Map: End adding directional condition for the current tile
    

    This way the tile at (2,1) can only be entered from the left.

  • Use a loop and a counter variable.

    JSON For each element in "temp_1" : Add 1 to counter

    If you change "temp_1" to an array, you could use JSON.ArraySize("temp_1") expression.

    {	
    
    "temp_1":[
    {"name":" *CHARACTER ","text":"123\n321\n231","sfx":"blipSelect (8)"},
    {"name":" *CHARACTER ","text":"ABC\nCAB","sfx":"blipSelect (1)"},
    {"name":" *CHARACTER ","text":"000\n000","sfx":"blipSelect (6)"}
    ]
    
    } 
    
    
  • it says it rescales to a size smaller than the canvas (so how is it fully obscuring to begin with)

    Not sure what you mean by that. The image is simply covered by a tilemap filled with black tiles.

    Then the tiles are erased on the tilemap at random intervals and in blocks of random size.

    For example, first r=30, so the first 30 tiles are removed. Then r=7, so tiles form 31 to 37 are removed. And so on.

    By the way, this example has nothing to do with scripting. You should've posted it in "How do I" subforum.