dop2000's Forum Posts

  • I usually load all required files in a Loader layout. Once they are loaded, you can continue to the main game screen.

  • I think what OP meant was something like a brush stroke:

  • Instead of events 12 and 13 try these:

    12
    On every tick -> Red set animation "Unseen"
    
    13
    Blue Selected=1
    Blue has LOS to Red -> Red set animation "Seen"
    
  • Sometimes when I want to close an open project or the entire program without saving, a dialog pops up, saying that I have unsaved changes. I definitely click "Don't save", but the project is saved anyway!

    Anyone have this issue?

    I just lost a project file to this. I deleted a bunch of events to make a screenshot, then wanted to close without saving, but the project was saved anyway. Such a weird and dangerous bug!

  • Must be a minor bug in how objects are highlighted in debug mode. I wouldn't worry about it.

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  • Click Menu -> View -> Bars -> Tilemap Bar

    You can then grab and dock it to a preferred location.

  • You can remove the period and convert to lowercase:

    lowercase(replace(Array.CurValue, ".", ""))

    If there are many such characters that you need to remove, it may be easier to use a local variable:

    set t to replace(Array.CurValue, ".", "")
    set t to replace(t, ",", "")
    set t to replace(t, ":", "")
    set t to replace(t, "!", "")
    set t to replace(t, "?", "")
    set t to lowercase(trim(t))
    

    Or use regexreplace()

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  • You can use Keyboard event On 'Enter' Key pressed and On 'Tab' Key pressed.

    I don't know why it skips textboxes. You can add an instance variable ID, pick a textbox with (currentID+1) and set focus to it.

  • Is there a way to structure the game in such a way that I would be able to copy certain project files from one game to another without causing references to be broken?

    I think this is only possible if you clone a project. When you create an object with the same name in two different projects, they will have different internal IDs.

    You should be able to copy-paste event sheets between projects.

  • Using cos function is a great idea!

    I would do something like this:

    Set max speed to lerp(100, 200, abs(cos(MovingAngle)))

  • On tap -> Sprite set animation frame to (self.AnimationFrame+1)

  • You can compare Player.Pathfinding.MovingAngle, and if it's close to 90 or 270 degrees, decrease the maximum speed. If it's closer to t0 or 180 degrees - increase the max speed.

  • It's difficult to figure out and explain what happens when you invert both conditions, and when there are multiple enemies on the layout..