dop2000's Forum Posts

  • It's always a bad idea to use long running waits like that. You don't have any control - can't pause or cancel the delayed actions.

    I would do this with a global object+Timer, as oosyrag suggested. Another option is to compare system time from the Date plugin.

  • System - On start of layout - Create Family (This spawned one of the Object randomly)

    Object 1 - On Created - Create text_object1

    Problem with this is that when Object 2 is created, it also created the same text_object1

    That code should work correctly. Are you sure you are using "Object1 On Created" and not "Family On Created" event?

    Another option is to use "System Pick Last Created Family" condition and then check Family.ObjectTypeName expression

  • I'll repeat what I wrote in my first comment - if you set vector X only once, the character may decelerate immediately, that's why you don't see it moving. You need to apply it continuously for some time.

    Try using "Is Key Down" event instead of "On Key pressed", press and hold the M key and see if your character moves.

    Is Key M down : Player Set vector X to 700
    

    If this works, then you can use "Is timer running" condition to apply the vector.

  • You need to post your project file, it's difficult to guess without it.

  • You have two tilemap objects - Tuilage and Tuilage2

    You changed collision polygon only in one.

  • Vector X can't be greater than platform maximum speed.

    Also, if you apply it only once, maybe the character decelerates immediately, that's why you don't see it moving.

    Try using "Is Key Down" event instead of "On Key pressed", press and hold the M key and see if your character moves.

  • Yeah, I don't use function maps for that reason. If I need to call a function by name I do it with scripting:

    runtime.callFunction(localVars.fName)

    Where fName is a local variable containing the function name.

  • Thank for your reply, but I've meant rgbEX not regex!

    Sorry, my bad :)

  • You can use native JavaScript methods to work with regular expressions:

    w3schools.com/js/js_regexp.asp

    Same probably goes for color conversion and other common C3 functions.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • There is no such thing as tile origin point. And TileMovement behavior works with top-left point of the tile by default.

    So if you have origin image point in the center for sprites with TileMovement behavior, you need to set the correct X/Y offset in TileMovement settings.

    • Post link icon

    This is English forum, you need to post in English..

    In Russian:

    Это англоязычный форум, допускаются посты только на английском.

    По констракту есть несколько русскоязычных ресурсов, советую спрашивать там:

    prodevs.ru/forum

    vk.com/prodevs

    OR красного цвета чтобы было лучше видно :)

  • I think you can set the origin point in the center and simply configure Grid Offset X/Y settings in TileMovement behavior.

  • Use Platform Is Moving condition. There are many game templates in Construct, you can study them to see how animations are changed there. Click "Browse examples" button in the start screen.

  • Did you set both parallax values to 0%?

    There are plenty of examples in C3, you can open them to see how UI is made. Use "Browse examples" button on the start page.

  • Put the healthbar on a separate layer. Set parallax 0% for that layer.