dop2000's Forum Posts

  • Option to hide unused objects in inspector/debug view

    Yes! There are several existing similar ideas, you can vote for them:

    construct3.ideas.aha.io/ideas/C3-I-1591

    construct3.ideas.aha.io/ideas/C3-I-1382

    construct3.ideas.aha.io/ideas/C3-I-950

    construct3.ideas.aha.io/ideas/C3-I-1442

    Sibling relationship for Hierarchy

    Edit hierarchy relationships at runtime

    Isn't this already implemented?

    On tile created event

    I don't think this is needed. Also, since tilemaps can have many thousands or even millions of tiles, this event can be bad for performance.

    Background brightness for Tilemaps, similar to the Sprite Editor

    Not sure what you mean, what background brightness?

    crop images project-wide

    Why would you need to crop images on export? To remove unused transparent space? I think bulk-resizing all imaged in the project is a bad idea. This can potentially break lots of things in the game - collisions, image points, tilemaps, tiled backgrounds, effects etc.

  • 1. You can create object by name in Construct3. Use "System create by name" action, for example Create "Block" & BlockNumberVariable

    Or, to create a random object you can put them all in a family and use "Create family"

    2. Check this example:

    dropbox.com/s/7lztai8wou3xyjw/PinnedCamera2.c3p

  • By the way, your post gave me an idea to pin camera sprite to the player "rope-style". It works quite well:

    dropbox.com/s/w3bkeeqmspi913z/PinnedCamera.c3p

  • 1. Not sure what you mean. If you add many objects to a family, you can pick Family member by object name. For example:

    System Pick EnemiesFamily by evaluate EnemiesFamily.objectTypeName="ZombieSprite"

    2. Try moving the first four events on your screenshot to the bottom of the event sheet. Also, you need to use delta-time, and lerp for smoother scrolling.

    So, instead of "Rocket move 5px" use "Rocket move 300*dt pixels"

    Instead of "Set scroll X to scrollX+5" use "Set scroll X to lerp(scrollX, scrollX+5, 0.4)"

    You can try different values instead of 0.4

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  • Not sure I understand, can you post a picture?

    Maybe you can use one of the effects - for example Tint.

  • Why did you start a new post about the same issue?

    Your array has width=1 and height=7. So there is only 1 element (row) on X axis. In debug mode it's shown as "A,B,C,D,E,F,G", but in fact there are 7 elements on Y axis.

    You can right-click the table in the array editor and select "Transpose" to rotate the array.

  • This is not possible with events. You should be able to access variables by string name using scripting. I think it should be something like:

    runtime.objects.ObjName.getFirstInstance().instVars["varName"]

    Another option is to use a Dictionary instead of instance variables. In this case you can access dictionary key like this:

    Dictionary.Get("attack" & enemyType" & "OneLand")

  • When you do number1&number2, it performs a Boolean AND operation on them, and the result will be either 0 or 1.

    If you need to make a string, use "" & number1 & number2

    Also, you might probably want to separate numbers with a comma or some other character:

    "" & number1 & "," & number2

  • I know what you mean. You can make particles sprite with the same colors used in the sprite you want to explode, or maybe even with small pieces of the original image.

    dropbox.com/s/3hteq4egwd3xdny/SpriteDestroyIntoPieces.c3p

    If you want an accurate explosion effect like this (sorry, couldn't find a better example), you'll have to do it the hard way - cut the image into many pieces in editor, create a sprite with these pieces, arrange them properly on the layout. When the object explodes, move the pieces to the object position, enable Bullet with angle of motion directed from the center of the explosion.

  • Try asking in Scripting forum:

    construct.net/en/forum/construct-3/scripting-51

  • It's hard to tell. Like I said, you have multiple "Demon On Moveto arrived" events. Maybe several of them are triggered at the same time.

    I would suggest debugging - add "Browser Log" actions to these events, press F12 in preview and check messages in Console. You'll see which events are triggered and when. You can also use Debug Mode with breakpoints.

    construct.net/en/construct-2/manuals/construct-2/interface/debugger

  • Yes, you can use Particle object to emit sprites.

    dropbox.com/s/5zcucalgtohrmm5/NewParticles.c3p

  • Oh, I see the problem. Yeah, you don't have to worry about collisions if you are not using them.

    If you want to get rid of the red outline for all tiles, you can manually edit one JSON file in your project.

    Make a back up copy of your project file, rename it to .zip (or save as folder). Extract files, find your tilemap in ObjectTypes folder and edit "tile-collision-polys" section in it manually. You can copy/paste it from here:

    dpaste.com/4AE6RDJ4X

    There are 1000 lines, you can paste as many lines as there are tiles in your tilemap. Just make sure to preserve the correct JSON structure.

  • The same way you create icons on the minimap, but instead you draw a rectangle on DrawingCanvas. For coins draw a circle.

  • I've made a mini-map for another project with Drawing Canvas. On every tick draw a portion of the map on it - copy walls, enemies, coins etc.

    The advantage is that there are fewer objects in the game. It may also be slightly better for performance, as blend modes may be slow on mobile.