dop2000's Forum Posts

  • The data should be maintained if you update the app from the play store. But if you uninstall the app and then install a new version, the old data will be lost.

  • You need to properly configure the PF grid (use the same cell size as your tilemap) and disable diagonals. See the official documentation:

    construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

    Moving along the path with TileMovement behavior will be quite difficult. I suggest using MoveTo behavior instead, it can move alone the PF path precisely from node to node.

  • Create an instance variable TimeRemaining on that object, and use it instead of the global variable.

    Or another method is to save the value of the global variable into the instance variable before saving. And then restore it from the instance variable in "On Load complete" event.

  • Have you tried this event:

    + Keyboard: W is down
    + Player: Platform is on floor
    -> Player: Simulate Platform pressing Jump
    
    
  • You can create a special object (for example an invisible sprite), and add NoSave behavior to it. Use this object to run the timer and to store different values in its instance variables, which you don't want to be affected by the saving/loading events.

  • The important question is how much memory your animations require. You can estimate this by placing the player_combat sprite on an empty layout and then run this layout in Debug Mode (Shift+F5), or check Project statistics.

    If the sprite alone is using 1GB of ram or more, you should optimize it. Reduce the number of frames and the size of frames if possible. Crop any empty space from the images.

    For example, if you have an animation with 100 frames and 1000x1000 px images, this animation will take ~400MB of memory. Reducing images size to 600x600 px and the number of frames to 50 you can save ~330 MB!

    Splitting the object into multiple sprites is also a good idea, if you don't need all these animations at the same time in the same layout. For example, if there is a boss enemy which you only need on the final level of the game, it should definitely be in a separate sprite.

    Combine all enemy sprites into Enemies family to optimize your events.

  • You can position the child object with events - on every tick set child position to a different image point depending on the animation played on the parent. In this case you won't need pin, or use it only to sync other properties like width or angle.

  • In this case you probably need to use Pin behavior instead of the hierarchy. You can add an imagepoint to all animation frames on the parent and pin the child object to that imagepoint. You can also pin width - this should automatically mirror the child object when parent is mirrored.

    You will have to update child animation with events though.

  • I wouldn't recommend this, it will be really difficult. Construct is not the right tool for this task.

  • You are missing the & operator:

    "https://d36mxiodymuqjm.cloudfront.net/cards_by_level/chaos/" & pool1.At(1,3) & "_lv1.png"

  • Use "Is on mobile" condition of PlatformInfo object.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/platform-info

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  • First of all - never use "Trigger once" with multiple instances!

    Also, your events 2 and 3 are running on every tick, creating lots of delayed wait-threads, which is also bad.

    Instead of "Wait 0.1" try Timer behavior. Start a timer, in "Square On Timer" event decide which action to do next. And in the same event either restart the idle animation, or begin the eating sequence.

    .

  • Function mapping is such a cumbersome feature in C3, I never use it.

    It's much easier to call functions by name with a bit of scripting.

    Run JavaScript: 
    localVars.response = runtime.callFunction("functionName", 1, 22, 33);
    
  • Have you tried the official Speech Synthesis demo template in C3? Does it work?