dop2000's Forum Posts

  • This is definitely a bug and you need to properly report it here:

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

  • If you change the image in a sprite, it will be changed in the entire project (obviously!)

    If you want different graphics in each level, you will have to add different objects for each level (sprites, tiledbackgrounds). Combine these objects into families to be able to use a single event sheet.

    Or maybe create a separate animations in sprites for each level. But if you have many levels and large images, these sprites will consume a lot of memory.

  • Are you using Construct 2? You can try MoveTo addon, create a system to move from one path node to another with MoveTo.

    In Construct 3 you can do this much easier, just use the action "Move along Pathfinding path".

  • NoSoul8 Technically, yes, the principle is similar. But of course you'll have to make some changes in the code.

    In the simplest scenario you can create square/rectangular scenes of the same size. And then generate your map by filling a grid (say, 5x4) with random scenes.

    However, completely random scenes may not work very well in a TDS game, for example you don't want a road in one scene to be blocked by a wall in an adjacent scene.

    So another fairly easy solution is to build several random scenes for each portion of the map:

    .

    I am planning to make another version of this Level Generator template for top-down view games - for generating dungeons, terrains, racing tracks. But I don't know when will I have time to do this..

  • — As with any other assets, you need to check font license to see if you can use it in your game. I suggest Google Fonts, they are free:

    fonts.google.com

  • You can do this, all other instances will be synced to the first one:

  • I'm sure he does.

  • sTARKi It's a known problem. Until the plugin is updated you can still use it if you change Script Type to "Classic" in project properties.

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  • GeoffB Great advice about the folder project, thanks! Saving as a folder is almost instant! Opening is also faster. I should have guessed that it's adding and extracting files from zip that takes most time.

  • There are a few sprites in my project with lots of animations and frames. The images in frames are very small, but there are over 6000 of them.

    The project size is not too big - around 10MB. But because of the huge number of files in the Images folder, it takes a long time to open the project, to save it, or to launch preview for the first time after opening.

    Is there any solution? I wish there was an option to save images in spritesheets.

    Tagged:

  • Maybe you are right and it's not possible to optimize these functions. But you can still divide this huge event sheet into multiple smaller event sheets.

  • How do you work with 1000+ events in one sheet? Even if you keep everything organized in groups, it takes ages to find the right event.

    The obvious solution would be splitting them into multiple sheets.

  • So i hit set text what do I put in it?

    Object name, followed by dot, followed by instance variable name.

    For example:

    Enemy.armor

  • If there are line breaks in the text, you can split it into lines using tokenat() expression. So, to find the text in the first line, you can do this:

    Find(tokenat(Text.Text, 0, newline), "Word")

    Note, this will not work with wrapped text. There needs to be a newline character. In other words, you need to pres Enter at the end of each line.

  • I didnt know that could use distance(x,x,x,x), thanks !

    It's for people who don't remember the Pythagoras theorem :)