dop2000's Forum Posts

  • I'm talking about the "Viewport fit" setting, there are only two options - auto and cover. If you have auto, try cover.

  • You need to load the image at least 0.5-1 second in advance, to be sure that it works on slowest hardware. And you still need to create the sprite before pasting it on the canvas.

    I would say 15 images 400x400 is not so bad, they will only take about 20-30 MB in memory. I would put them on the same layout.

  • That's how Construct works - if the object doesn't exist on this layout, it takes time to load its texture. You can try running "System Load object images" action in advance. A wait will still probably be required, but you can reduce it from 0.1s to a single tick - "Wait 0".

    But the best solution would probably be keeping an instance of this sprite on the layout.

  • Are you talking about the official CSV plugin, or some addon?

    As I understand, the official plugin only converts data, it doesn't store it. And its actions are synchronous. So there is no need for tags.

  • Construct will try to format text and break it into lines, based on the font size and object size. The only way to prevent this is to insert manual line breaks. I usually do this with some special character like "^"

    Variable t=Hello!^How are you?^Nice to meet you!
    
    DialogueText set text to replace(t, "^", newline)
    
  • It's probably the camera notch. Try changing "Viewport fit" in project properties.

  • A global or local variable. An instance will also work, if you wish.

  • Going back one version should probably be okay. But sometimes Scirra makes changes to the file structure and then downgrading your project may break something.

    Since your project loads and runs fine in 424, don't worry about it.

  • Yes, it's possible. Unpack C3P file to a folder, or save it as folder project.

    Then edit project.c3proj file with Notepad. Change the "savedWithRelease" value. For example, "savedWithRelease":42402 means r424.2

  • It's probably all those "trigger once" conditions, you are using them wrong. Remove them and use Timer behavior when you need to schedule something.

    Also, your event #18 runs on every tick, and you have "Wait 1.5" in it, which means that everything else in this event will run many times with a 1.5s delay. And will continue running for 1.5s even after the "doorknob" sound stops playing. Don't use "wait" in non-triggered events.

    The whole thing can be done in the same event where you play the sound:

    Audio play doorknob sound
    Wait 1.5s
    Dialogue set visible
    Dialogue typewriter text ....
    Wait 2.5s
    Dialogue typewriter another text ....
    
    
    
  • for two weeks now

    You should've asked earlier! There are many ways to do this. Here is one of the easiest, without families or instance variables.

    dropbox.com/scl/fi/ab0ujefk2oqnuvh87tmnh/DragDrop_pots.c3p

  • If you can't do this with particles, use sprites. Spawn them in a circle, then tween their position to the character center.

    Every 0.1s : 
     Character spawn Sprite
     Sprite move 100px at angle random(360)
     Sprite Tween position to (Character.x, Character.y), destroy at the end
    
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  • Here is what the events should look like:

    If any "else" condition is red, delete it and re-create again (press X).

  • You should probably not use "On key pressed", it's a trigger. You need "Is down" condition, which can be repeated.

    Key A down
    and Key D down : Simulate jump
    
    Else
    Key A down : Simulate left
    
    Else
    Key D down : Simulate Right
    

    You can re-arrange these events and/or remove "Else" condition, depending on what keys you want to have the priority.