dop2000's Forum Posts

  • If you already installed JDK, you should have keytool, and generating a keystore is literally just one command.

    keytool -genkey .....

  • I don't quite understand the issue with Solid, but here is a simple way to z-sort objects in such kind of game:

    howtoconstructdemos.com/z-sorting-in-an-isometric-view-game

  • I don't understand what do you mean by "misses the correct amount". You should probably post your code or the project file.

    Usually if you need to pick one instance, for example, overlapping a player you can do something like this:

    Player Is Overlapping Block
    Block pick nearest to (Player.x, Player.y)
    
    or 
    
    Player Is Overlapping Block
    Block Pick Top Instance
    
    or 
    
    Player Is Overlapping Block
    System Pick Random Block Instance
    
    
  • If you haven't used that keystore in a published game, it would probably be easier to create a new one with Android Studio or keytool. There are plenty of guides online.

  • 1. Use "System is between angles" condition and compare StickOut.a variable, not the sprite angle.

    System StickOut.a Is Between Angles 337.5 and 22.5

    2. You can easily limit the distance, for example:

    StickIn Move min(StickOut.d, 200) at angle StickOut.a

  • Use "System Pick All" condition.

    Sprite On Collision with Wall
    System Pick All Sprite instances : Sprite Set Platform disabled
    
  • Replace the second condition "If Speed=-52" with "Else":

    If Speed=52 ......
    
    Else ......
    
    
  • If you need to save the file "silently" without prompting the player, then yes, you'll have to use NWJS.

    In a web game you can use Browser Invoke Download action to download a file. Player will need to select the download location though.

    Also I suggest using JSON format instead of XML, it's much more versatile in C3.

  • Use Touch.X(layerscroll) and Touch.Y(layerscroll) expressions instead of simply Touch.X and Touch.Y

  • 3. Exactly. Only the images from the objects which are present on the layout are occupying memory. If you create and then delete a sprite, its images will remain in memory, so next time you create it on the same layout, there will be no lag and no additional memory usage.

    4. Hierarchy is a super powerful and useful feature in C3, I highly recommend studying it.

  • 1. Yes, it's better to use a single Enemy base object with 4 instances.

    2. The main object will be the invisible Enemy sprite, ideally it will be used in all game mechanics, AI etc. EnemyWolf, EnemyZombie are just 'skins', they will move with the base sprite and play animations.

    3. You still haven't told how big your animations are, how much memory they are using.

    If this is a web game, then I believe all graphics will be downloaded once on startup and cached. So the next time players launch the game, it will load quickly.

    Memory usage and download times are two very different things. To optimize memory usage you shouldn't create too many images on one layout.

    4. Pin attaches one object to another. Hierarchy is like an advanced version of Pin, I recommend reading about it.

  • I suggest using a single 'base' Enemy object, it may be just an invisible rectangular sprite. And create a bunch of 'skin' sprites containing animations for different monsters, for example EnemyWolf, EnemyZombie etc..

    Configure all behaviors and instance variables on the base object. And then in runtime spawn a skin sprite (say, EnemySkeleton) and pin it, or better yet connect it with hierarchy to the base object.

    This is a very common approach, you can find it in many tutorials and game templates.

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  • Sorry for slightly misleading you with the "screen side", that's an old demo and you should have ignored that part.

    You almost fixed it, but not quite.

    I made a new simple demo, have a look:

    dropbox.com/s/h3oll7ewfjfh1j2/ThumbstickLeftRight.c3p