dop2000's Forum Posts

  • Which touch events are you using? I suppose you should only use "On touch start", not "On tap".

  • dropbox.com/s/5qyrzraqnke9tq8/MoonLanding2.c3p

    You can try different acceleration, deceleration and max speed settings.

  • I searched you Construct demos site, but couldn't find a demo with this title.

    It's the official C3 template :)

    Afaik V-Sync mode is for publishing, other modes are for testing only. My laptop has 60Hz screen, maybe that's why it works fine for me.

    If physics behaves differently with different V-sync setting, this does seem like a bug.

  • Physics world is delicate, sometimes you change one value and everything stops working.

    Check out the "Physics: Rolling Platformer" template. I tried setting gravity to 100 and the boxes there still don't jitter. You can copy their properties to your project.

    Also, try different values for "Set stepping iteration" action.

  • dupuqub It's not a bug. "Monsters X>Player.X" condition picks Monsters instances. And if at least one instance is picked, than this condition is considered true and the Else block will not be executed. Only when all monsters are to the left from the player, the Else block will run.

    So you need two events - "Monsters X>Player.X" and "Monsters X<Player.X"

  • Here you go:

    dropbox.com/s/uzdwu23xesbszl9/MakeASentence.c3p

    I should add this example to the website :)

  • In events 12 and 13 you need to use condition "Paddle -> Is animation playing". System condition "Compare two values" doesn't pick instances.

    I don't see any other issues.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It's possible, but will require some manual work. Load this image into an editor like Photoshop, Gimp, Inkscape. Configure a grid, cut each letter out and place them in the grid. Save the result as png and use it in Spritefont object. You will need to set character width/height and possibly configure spacing data.

  • You need to place one instance of this object on any layout (it can be an unused "Storage" layout) in editor, and set this object as Global.

    After that you will be able to create it in runtime. Also, I don't know if it matters, but make sure that you create it on a layer which exists in all layouts.

  • You can test this yourself in like 30 seconds :)

  • Yes, create it as any other object.

  • Here is how I do this in my games:

    I call this function when I need to play any sound. For example:

    Audio_Play("laser", -10)

  • Use Timer behavior instead of "Every X seconds". Start a Timer for FireRate seconds. In "On Timer" event spawn a bullet and restart the timer for another FireRate seconds.

    Each object instance will be running its own separate timer.

  • If you need only one image per letter, use a spritefont.

    Or do you want multiple images for each letter? for example, "A" can be either an image of apple, or avocado, or ant etc. This will not be possible with a spritefont, you will have to do it with a sprite.

    Create animations (A, B, C...) for each letter in the sprite. Add several images as frames into each animation. Make sure all images are the same size.

    When you are displaying words, create an instance of the sprite, set animation to required letter, choose a random frame.

  • I think you can use expressions Player.TileMovement.GridX and Player.TileMovement.GridY

    Save them to a pair of variables. As soon as they change (not equal to saved values), this means that the player has moved to another cell. Deduct from HP and update the variables.