dop2000's Forum Posts

  • other stuff will spawn 2 times instead of 1.

    Check that these objects are not set as Global.

    another 20 stuff go BOOM BOOM.

    The most likely reason stuff goes BOOM BOOM is that you made a boo-boo programming it :) Unfortunately this is all I can tell you from the information you provided.

  • Can you share your project file?

  • You can use "watering"&loopindex as the name of the imagepoint where particles will be spawned.

    Or just add them on the layout and attach to the sprite using hierarchy.

    dropbox.com/s/6nh768em0c1ws4n/PinParticles2.c3p

  • Maybe I don't understand the task, but if you pin particles to the sprayer, they will work exactly as you described.

    dropbox.com/s/p2bmrms4opya4vo/PinParticles.c3p

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  • The blue Sprite moves with constant speed regardless of the framerate. You can check this by measuring the time it takes to get to the right edge of the screen - this time is always the same.

    The problem is with Sprite2, the one with TileMovement. I'm not sure why you are interrupting its movement, but as a result its speed is different at different FPS.

  • If you can't use ScrollTo behavior, you can shake the screen with events - scroll to player position + random offset. However, this will not work if the player is close to the layout edges and unbounded scrolling is disabled.

    Why does unbounded scrolling break your game? You should be able to enable it and limit the scrolling with events:

    Scroll to X: clamp(Player.x, viewportWidth(layer)/2, layoutWidht-viewportWidth(layer)/2)

  • Add Pin behavior to Particles object. After your spawn them and set their angle, in the same event add "Particles Pin to Sprayer" action.

    Now particles will be attached to the sprayer, and will move and rotate with it.

  • You can use Pin behavior and pin particles to the sprayer object. Make sure to tick "Pin angle".

    Or create Hierarchy - add particles as children to the sprayer.

  • You can add images for level 2 as animations to the same sprites. But a better option would be using families. For example, if you have different monster sprites on level 1 and 2, add them all to the same Enemies family. Configure instance variables and behaviors on the family. And use the family in all events.

  • You definitely don't need to duplicate any content. The beauty of Construct is that everything may be reusable - objects, layers, events.

    Two levels in the game can share many resources. For example, layers like background or HUD can be set as Global. This way you only need to create it once on the first layout.

    Add instances of objects, don't clone them! If you have a zombie on level 1 and want to add a zombie on level 2, just drag&drop the same object, don't create Zombie2 sprite.

    Also, set the same event sheet for both layouts. If any events need to be different on level 2 for example, you can add specific conditions, for example "If LevelNumber=2 ....."

  • You don't need to set them immovable or wait, creating a joint should be instant.

    Check out this demo:

    howtoconstructdemos.com/create-a-realistic-chain-or-rope-with-physics

  • There is a desktop app.

    But believe me, it has more problems than the web version. I've been using it for several years, but it became practically unusable lately, so I had to switch back to web.

  • You need to change project ID.

  • Xangetor Please check that you've imported GestureRecognizer.js into Script folder and set "Purpose=Import for events" for this script (on the Properties panel)

  • There is probably some issue with project properties. Maybe the project name contains an invalid character, or some file is missing, or something similar.

    Are you using C3 build service? Can you share your project?