dop2000's Forum Posts

  • You can change animation based on the moving angle. Character.MoveTo.MovingAngle is between -45 and 45 degrees -> Set animation "Right"

    and so on.

  • Add MoveTo behavior and 3 simple actions:

    It will move to point 1, then point 2, then point 3 and stop.

    You can use relative coordinates, for example:

    Character Move to (Character.x, Character.y-100)

    It will move 100px up from its current position.

  • If you just need the sprite to move between 3 waypoints, it's very easy to do with MoveTo behavior.

  • 1. CellX and CellY are tilemap coordinates (or indices) of the clicked tile under the mouse cursor.

    2. Then you scan 100 tiles down starting from CellY. You can adjust this number depending on your tilemap size. If a non-empty tile is found, create turret there and exit the loop.

  • All these addons are not very popular, I don't think any of them have been ported for C3. I suggest you look for a different template.

    Here is a simple dialogue system you can try:

    dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx

  • Do you press keys on keyboard to move the player? And enemies move at the same time? Then either you have some mistake in the events, or you enabled default controls for enemies. Hard to guess without seeing your project file.

  • Oh, I see, thank you!

  • Loading a URL permanently overwrites the animation frame it's loaded in to.

    So this updated URL is still kept somewhere, even when there are no instances left and the sprite is unloaded from memory?

  • Check that you disabled "Default controls" for monsters.

  • So you have one tilemap covering the whole level, and you need to find the first non-empty tile directly below the mouse cursor?

    You can do this in a loop, something like this:

    set cellX to Tilemap.PositionToTileX(Mouse.x)
    set cellY to Tilemap.PositionToTileY(Mouse.y)
    For "n" from cellY to cellY+100
     Tilemap compare tile at (cellX, loopindex) >=0
    	Create turret at Tilemap.TileToPositionX(cellX), Tilemap.TileToPositionY(loopindex) 
    	Stop loop
    
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  • This is not an easy task..

    Firstly, you probably need Drag&Drop behavior here, not swipe gestures. On the video the hand grabs the letter and then drags it several rows/columns. With gestures you will only be able to slide letters one cell at a time. For example, to move the letter 3 cells up, you will need to swipe it 3 times.

    So when dragging starts, you need to detect its direction (horizontal or vertical), lock this direction, and then move the entire row or column. On drop you need to snap letters to the nearest cell.

    Another tricky part is wrapping the letters. As a letter disappears on one side of the board, the same letter should reappear at the other side. You need to create a copy of this letter sprite, or maybe a copy of the entire row/column.

    Anyway, this is a pretty complex mechanics, not something that can be done in 20 minutes.

  • I don't have a Mac and can't open your presentation.

  • Ashley , could you please explain why this happens? I wonder if it's a bug or expected behavior?

    If I destroy all instances of the sprite and unload it from memory, I thought that next time I create this sprite, its images should be re-loaded from the spritesheet.

  • This question is asked so often here lately, someone should make a tutorial.

    You need to add Local Storage plugin to your project, and manually update all actions and events - replace WebStorage with Local Storage. After that you can remove WebStorage from the project.

    Note, that Local Storage works differently, read the documentation carefully, and check the official template:

    https://editor.construct.net/#open=localstorage-hiscore

  • If you set acceleration/deceleration to 0, then MoveTo moves at the same constant speed. It is not slow or fast, the speed is the same.

    If you need the traveling time to be same, then use the formula for speed SimpleGames gave you.