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Ashley
Here is a demo project, you can see that the sprite disappears when layer scale goes below 0.01
If you switch the project to runtime 2, this doesn't happen.
dropbox.com/s/ku9w5y5j6wbtnzm/ScaleIssue.c3p
Yes, you can store the number returned by the expression like rgbex. Don't worry that it's negative, it should still work fine.
Avoid using triggered events in sub-events. I believe triggers are executed before all non-triggered events. Maybe that's why Else condition is defaulted as 'true' or simply skipped when there is a trigger inside it.
I see, but 0.01 is pretty far from 0.0000000000000002. This limitation makes some C2 projects incompatible with C3. It should probably be safe to allow scaling down to 0.0001 or even 0.00001
Check this thread
construct.net/en/forum/construct-3/how-do-i-8/stop-androids-on-screen-153087
Hey, that's my demo! :)
In C2 you can access function parameters using expression Param(index)
I have a game that is based on huge distances and speeds. Layers are scaled down, objects on them are scaled up. After switching from from runtime 2 to runtime 3, it doesn't work anymore. When layer scale is <0.01, it simply disappears.
Ashley Is this a bug, or some performance optimization measure introduced in C3 runtime?
You mean you want to stop it at 90 degrees? Rotation will almost never be exactly 90, so you need to check if Sprite.Orbit.TotalAbsoluteRotation>=90 and then set the orbit speed to 0 and set Rotation to 90.
Of course it's possible. You can start with this template:
Template endless runner
You will need to spawn enemies and other objects.
There is another method you can use - generate infinite level from small pre-built blocks.
howtoconstructdemos.com/generate-random-levels-from-pre-built-scenes
Don't add an object to the turret as a target. You need to acquire a target for each turret instance individually. But it will be really difficult to do without families.
You should probably use another invisible sprite, pin it to each turret and acquire it as a target.
Try something like this:
For each Turret pick TargetSprite that is not pinned to this Turret, and nearest to this Turret Turret acquire TargetSprite as a target
Drag that grey line down.
Like I said, the only way to access variables (global, local or instance) by string name is using scripting:
Alternatively, you can create a bunch of conditions - if varName="hp" then return hp, else if varName="shield" then return shield etc.
Don't use the sprite name, as you'll have to create 700 sprite objects.
Add an instance variable VideoName to the button sprite, and play video with name = Button.VideoName
Develop games in your browser. Powerful, performant & highly capable.
Make sure your joystick is on a separate layer with parallax=0,0
You can try my virtual joystick examples:
howtoconstructdemos.com/category/virtual-joystick