dop2000's Forum Posts

  • I guess you can load them into Array object, sort it (there is an action "Sort"), and put back into JSON.

  • You can use prismatic joint, here is a demo:

    dropbox.com/s/dcpl20poe8u6iso/PhysicsAbacus.c3p

    Note that the block, base and pole objects are added to a container.

  • It's impossible to answer your question because there is a thousand different ways to make an inventory. You should read/watch a few tutorials and choose one that suits your game. If you still have questions after that, please post your project file.

  • Are you talking about a Tilemap object?

    You can set tilemap as solid and draw walls with it. Check out this demo:

    howtoconstructdemos.com/using-an-invisible-tilemap-as-an-obstacle-map-for-pathfinding-capx

  • I'm guessing when your player stops, sometimes it's not on the floor. That's why your 4th event is not working. Try changing it to "Platform NOT moving and Platform on the floor". Check that your walking and idle animations are looped.

    Also, this can happen when different frames in your character have different origin image point coordinates or different collision polygon shape. A common practice if to use an invisible box sprite with platform behavior, and pin your character sprite to it. Then you will not have such issues.

  • I think currently, the events will check one of the enemies variables, then apply the outcome to all enemies

    Jase00 No, I don't think so. The events on that screenshot should pick all instances with move="right", then all instance with move="left". So it's unlikely that "for each" will help. But the order of events and actions definitely needs fixing.

  • Ashley Can we have a setting on LOS behavior - "LOS to origin point" / "LOS to polygon"?

    This will ensure compatibility with old projects, but will also allow to use LOS to collision masks to those who need it.

    The symmetry is not an issue in my opinion, as in real life you may see someone's leg for example, but that person may not see you.

    a hairline edge of the player's shoulder being able to "see" a hairline edge of an enemy's shoulder counting as both objects having line-of-sight to each other.

    This is a valid point, but currently much more often we have a situation that objects are in clear view, but not in Line-of-Sight. Like here - two blue sprites have origin point at the bottom and therefore don't "see" each other:

  • There is probably a mistake in your events. Please post a screenshot or your project file.

  • Thanks for the detailed explanation. It's difficult to tell what can be wrong by the screenshot. The number of objects in the family should not matter!

    Try changing events like this:

    Also check enemies collision polygons and origin image point - they should be symmetrical. Otherwise when the sprite is mirrored it can collide with the wall.

    Randomizing enemies speed should be done on start of the layout, or on changing direction. If you do it on every tick (like on your screenshot), it will not work.

    If after these changes there is still a problem with move variable, please post your project file.

  • No problem!

    You probably didn't add 9 empty frames to the imageSaved sprite.

  • Can you please break your message into shorter sentences? It's impossible to decrypt it..

    Your "move" variable should change from "right" to "left" when enemy collides with the wall, but this doesn't work?

    Please post your project file or a screenshot of the event list.

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  • I think I fixed it, although not sure..

    dropbox.com/s/en1dzyaekjuq2v8/galleryTest.c3p

    Among other changes I had to move imageSaved to an unused layout, because an instance of this sprite on Gallery layout was causing some weird error "Texture already loaded" when you return to this layout from Canvas.

  • That's correct :) That's the thing I can't believe Construct 3 doesn't have. It only has a square or line cap.

    Oh, sorry, I misunderstood you earlier - I thought you need to draw with square cap. I see you've already posted this idea, it seems like a simple change so hopefully will be implemented soon.

  • Looks good to me!

  • Will this work for a list box aswell?

    Of course! Listbox is the same List object, just a different style.