dop2000's Forum Posts

  • This question is asked here all the time, and there is no good solution. You can vote for this idea, hopefully Scirra will implement it one day:

    construct3.ideas.aha.io/ideas/C3-I-1080

    One workaround is to scale and scroll your game when keyboard is on the screen. Check out this post:

    construct.net/en/forum/construct-3/how-do-i-8/stop-androids-on-screen-153087

  • I suggest replacing Progress bar with a sprite or TiledBackground. It's much easier that trying to change it with CSS. Besides, you'll avoid lots of issues associated with form controls.

    Simply put the origin point at the left edge and update its width with this action:

    ProgressBar Set width to (currentProgress/maxProgress)*maxWidth

  • You probably have this function called in some expression. Once you remove all references to this function from other events, you should be able to double-click it and change Return type to None.

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  • Maybe the string you are pulling from the array is treated like a number? "442" is not equal to 442

    Try adding str() to it.

  • Keep in mind is that when a parent instance is destroyed, it will destroy all of it's child instances recursively.

    Is this necessary? Maybe it would be better to add a setting Destroy with parent=Yes/No in "Add child" action?

    Also, I think there will be a lot of confusion about using scene graph and containers. As I understand, scene graph will allow to create relationships to/between multiple instances of the same object. Say, one Body sprite to two instances of Leg sprite. This is not possible with containers. And what will happen if I add Foot sprite into a container with the Leg? Will Foot instances be picked when a Body is picked? Will feet move/rotate/scale with legs?

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  • Again, there is a bit of mix-up with currentLevel and maxLevel variables. If you are always playing maxLevel and it's not possible to go back and replay already completed levels, then you don't need two variables..

    To resume from the maxLevel when you restart the game, you can do this:

  • This week 4 out of 5 new demos were sent to me by other Construct users! Big thanks to Von Perkele and bartalluyn!

    .

    link Trajectory Calculation – two methods (includes Youtube tutorial)

    link Cropping and Expanding an Image

    link Framing Effects With Zoom

    link Pathfinding Stack

    link Communicating with an iFrame in Construct 3

  • You can try Sine or LiteTween. I would probably use LiteTween, but it will require some experimenting until you get the right movement.

    You might need two tweens - one to move the head away, and another to return it back. And of course the head should be unpinned from the body.

  • jobel It's possible, but instead of adding targets, you need to acquire each target for each turret instance - for example, when an enemy of a specific type for this turret comes into LOS range.

    Check out this demo, it uses the same method:

    howtoconstructdemos.com/how-to-limit-the-angle-of-view-for-turret-behavior

  • If I alter the Portal circle to top to bottom

    I don't know what you mean by this.

  • You still should not allow two teleportations happening in the same tick.

    dropbox.com/s/238dzqdycwgeltp/Portal.c3p

  • It's possible in r212 with the new Scene Graph feature.

    Don't pin the platform to the big wall, instead use "Wall add child Platform". It will be dragged with the wall and also move with Sine behavior.

    .

    Another method: Save platform initial position relative to the wall in a pair of instance variables StartX and StartY. Run Sine for value. On every tick update platform position to (Wall.x+Platform.StartX, Wall.y+Platform.StartY+Platform.Sine.value)

  • It's not a great solution, because there may be small lags due to other processes running on the phone etc. So if fps is 60 and then for a brief moment drops to 25, the effect will be disabled permanently.

    It's better to measure average fps over a period of 1-2 seconds.

    Here is how I did this in my game:

  • It's because you have lastTeleportation<(time-1) condition. It means if less than 1 second has passed since last teleportation, it will not work.