dop2000's Forum Posts

  • No, it's a System action - "Set object times cale". When you need to un-pause, use "Restore object time scale".

  • Wow, I don't know how you did this, but each tile that looks empty on your tilemap is actually not. They are all set to transparent tiles with different IDs - 19, 20, 50 etc..

    And all tiles in the tilemap (even the transparent ones) by default have collision polygons enabled.

    So if you tick "Show collision polygons" in layout properties, you will see that pretty much all tiles in your tilemap now have collisions. The top image is how it should be, the bottom image is what it is now:

    I would probably revert back to the old version of the project, because erasing all these transparent tiles will take a lot of time. You can also open the project in beta version of C3 - they added tools to disable collisions for a large group of tiles at once. So you can do that.

    .

    I would also advise using a smaller tilemap. Its current size is 20000x20000 px, it must be really difficult to work with such a huge map.

  • Is the tileset set as Solid? Or maybe the player is spawned on a solid object?

    It's difficult to guess without the project file.

  • No, you need System object, "Is within angle" condition.

    And if you have multiple AI sprites, these conditions should be nested inside the "System For Each AI" loop.

  • You need to disable "Rotate object" in the behavior settings. And add this event:

    On every tick
    System For Each AI
    
    	System AI.Pathfinding.MovingAngle is within 45 degrees of 0 : AI set animation "Right"
    
    	System AI.Pathfinding.MovingAngle is within 45 degrees of 90 : AI set animation "Down"
    
    	System AI.Pathfinding.MovingAngle is within 45 degrees of 180 : AI set animation "Left"
    
    	System AI.Pathfinding.MovingAngle is within 45 degrees of 270 : AI set animation "Up"
    
  • Also, check your first event - it says "On W pressed", all others are "Is key down".

    "On pressed" is triggered once. "Is down" is triggered many times while you are holding the key.

  • I'm not sure, maybe you need to use Beta value to control Left/Right movement, and Gamma to control Up/Down?

  • You can sign your variables with a hash, and then check hash validity. It's not a 100% secure method, but it should protect your game from auto-hacking apps.

    Here is a demo:

    howtoconstructdemos.com/protect-sensitive-data-in-your-game-from-cheaters-and-hackers

    You will need this addon to open it in C3:

    github.com/erenertugrul/construct-plugins/tree/master/ported_plugins/plugins/cbhash/dist

  • What behavior are you using to move the AI?

  • You may be experiencing this problem:

    github.com/Scirra/Construct-3-bugs/issues/3480

    Check Ashley's comments there.

    Also, have you tried the official "Camera input" template? Does it also have a 4 second delay when taking snapshots?

  • Seems like you made a mistake with < > signs. Try changing the conditions like this:

    Beta <-1

    Beta >1

    Gamma >1

    Gamme <-1

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  • Yeah, and you can use them in conditions, loops, when picking objects, selecting animations to play and so on. Can't imagine my life without ternary operators!

  • Making a game with Physics is not an easy task. You need to be careful not to apply too much force to joints, or they will break. And you'll have to experiment with physics settings like density, friction etc. to get the movement right. To "calm down" the chain without gravity you can try increasing linear damping, or reduce velocity with events.

  • There have been issues with text vertical alignment:

    github.com/Scirra/Construct-3-bugs/issues/4711

    Make sure you are using the latest stable version of Construct, disable BBcode for texts where it's not required, and avoid using "Center" setting for vertical alignment. And of course make the text object bigger, so that if the text inside is shifted slightly, it won't get cropped.

  • Maybe if there there is something that can track real time locally that will make the system knows if the user were not touched the game for a month.

    See my first comment. Use Date plugin to get the current date or month. You can save the date in Local Storage and compare it with the current date when the game is started.

    1. 1. On start of your first layout check if "LastLaunch" item exists in Local Storage
    2. 2. If it doesn't - the game has never been played before. If it does - use Date plugin to calculate the difference between the current date and LastLaunch value.
    3. 3. Save the current date to "LastLaunch" item with Local Storage.