dop2000's Forum Posts

  • To add to my previous comment - the reason why other character were tripping was probably some minor differences in their animations. If one frame is just 1px bigger or smaller, or the origin point is misplaced, this could cause such problems.

    When using animated sprites, make sure that origin points and collision polygons are identical in all frames. Or create a separate (invisible) sprite, with just one frame, which will act as a character base with Physics behavior, and pin your animated sprite to it.

  • You should mention that you are using Construct 2, because the solution may be quite different from C3.

    For some reason you have rectangular collision mask for the bird, and circular for crates. Shouldn't it be the other way around?

    After I changed the collision masks, the bird slides fine for me. It bounces up a little bit sometimes, but its horizontal velocity remains constant.

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  • It's difficult to speculate what could be wrong without seeing the actual project. You can try helping the object to slide better by applying a small force to the front of it, directed upward.

    Also, enable "Show collision polygons" in layout properties, and check "Collision mask" property for physics objects.

  • Have you tried enabling "Prevent rotation" in physics properties for that object?

  • Creating another family is the easiest solution.

    You can make your code shorter:

    For each Objects2
    Objects2 Pick Own children Objects
     For each Objects 
     	Set variable children to (children=""?"":children & ",") & objects.object_id 
    
  • I assume I can use the same tilemap for multiple layouts

    Yes, you definitely can. Are you by any chance destroying and re-creating the tilemap object in events? This would explain why the tilemap doesn't show the edits from the second layout.

    If this is not the case, please post your project file.

  • That being said, I did notice a huge difference in the snappiness of the javascript code as opposed to events. It felt like a completely different engine and I had never felt that kind of responsiveness from this engine before.

    I tested two templates for Ghost Shooter (event-based and JS-based), and noticed no difference. As others have mentioned, events in C3 are interpreted to JS, so for most of them there shouldn't be any difference whatsoever.

    In other words, re-creating functionality of C3 standard plugins and behaviors with JS would be a waste of time, because the engine already does this for you.

    I only use JS when I need features that don't exist in C3, or when processing huge arrays, for example image data of a large drawing canvas.

  • No, not the entire app. If you want to offer your game on Google Store, then there it should be.

    I meant your game can download some assets like level maps or graphics from your server. Like I said, it's not going to be an easy task, and for some games this may not work at all.

    I don't know if any such tutorials exist, sorry.

  • That's just a function name in my game, ignore it. You can put your own code in that event.

  • You need to upload an updated version of the game to Google Play. How else will users download it?

    I suggest not updating it too often, people may not like it.

    If you need to update the content every day, one option is to make it downloadable from your own server. But this will be a difficult task and may require significant changes to your project.

  • its just awkward looking...

    I use "Pick... Else" method all the time. Yes, it looks awkward, but it's the easiest way to do this.

  • Or you can right-click the object name and choose "Select all in project". This will select all instances on all layouts, if you want to change all of them at once.

  • it felt way faster, snappier, and more responsive than the same template done with events.

    It could be just different settings for speed, acceleration, rotation etc. in two templates. You can definitely make very snappy and responsive games with events.

    JS may be faster in some cases, when you need to process a large amount of data for example.

  • I think this will be a very difficult task.

    I have a primitive text-to-speech demo where each letter is spelled as is, check it out:

    howtoconstructdemos.com/animal-crossing-funny-text-to-speech-effect