dop2000's Forum Posts

  • You can set the URL to audio file directly in "Video set source" action, without AJAX. It works for me. For example:

    Ogg Theora Source="https://file-examples.com/wp-content/uploads/2017/11/file_example_OOG_1MG.ogg"

    .

    Also, you can play audio files by names if you upload them into the folder with your game. You can do this after you exported you game, no need to include these files into the project.

  • capx file is basically a zip. If you rename it to .zip and open, you will see that there are two files for each event sheet, for example EventSheet1.xml and EventSheet1.uistate.xml

    "uistate" file contains the information about column widths, scroll position etc.

    I believe you can save two sets of these uistate files - one from desktop and one from laptop - and replace them before opening the project.

    You can save the project as a folder (not as a single capx file) and maybe create some script that will replace the files automatically for you. Just make sure to do frequent backups, because messing with xml files may potentially corrupt the project.

  • It sounds like your layers are set as global.

    construct.net/en/make-games/manuals/construct-3/project-primitives/layers

  • To add to jobel's comment.. XanthorXIII, It depends on what you mean by "deactivate instances". You can make them invisible and disable collisions. But they can still interfere and mess with your events, for example when you use For Each loops, count the number of instances left etc. So the safest option is to destroy all instances that you don't need anymore.

    I don't know why do you need to read imageWidth/imageHeight properties for sprites that are not on the layout, but maybe you can do this in advance. For example, on the loading layout or your main menu screen - add sprites to that layout and save their image dimensions in global variables or an array.

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    I see how you guys can think 500 events is a lot (I honestly think it is not) but come on... 50 events is just too little.

    I agree with Kyatric - 50 events is more than enough for a free version. You can definitely prototype your games, test and try different game mechanics with this limitation. Which is the whole point of the free version.

    500 events is a lot! Take a look at game demos included with C3. Kiwi Story 232 events, Glokar 224 events, Pop Lab 257 events. And all of these are relatively big complete games!

  • Pretty much the same way as described in this tutorial:

    construct.net/en/tutorials/drawing-canvas-767

    Only instead of creating a Line sprite, you draw directly on canvas using "Line" action.

    You can also draw by creating sprites and pasting them on the canvas if you need a "fancy" line (multi-colored, blurred etc.)

  • Turned out bullet stepping is not triggered frequently enough for large objects. Also, you had a different sprite for collision detection, so it was useless anyway.

    I fixed your project, see this file:

    dropbox.com/s/uuf0b4vc8byrwbu/0Grav%203%201.1_dop.c3p

  • Not sure why you need both Platform and Bullet behaviors, remove Platform if it's not used.

    Bullet at this speed will almost never stop exactly at the edge of the floor sprite. It travels ~20 pixels per tick, that's why it often digs into the floor. You can enable stepping in Bullet behavior and check for overlapping with the floor in "On step" event, it may work better.

    Also, to prevent jumping through the floor sprite, you can enable "Bounce off solids" or check that obj_PlayerPointer is not overlapping the wall when Space key is pressed.

  • So where are the events where you set player animation? You said you tried them?

    ...

    Do this:

  • You can't block the area from touching, but you can add another condition:

    On object touched Red
    Is not touching Green
    
  • Try with https, it works for me.

  • Set s to right(original_text, len(original_text)-21)

    You can also use mid, left, tokenat, find, replace expressions. Read about them here:

    scirra.com/manual/126/system-expressions

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  • It usually works the other way around :) You need to post your project and we'll tell you how to fix it.

  • If instances overlap, then I believe "On touched object" can pick multiple instances. Simply add another condition, for example "Pick top instance" to the event.

    If you want to pick the first instance of multitple by index, use "Pick Nth instance" with instance=0 (not 1).

  • One very common problem with Pathfinding behavior is preventing pathfinding objects from colliding and overlapping each other. There are many different methods and ways to approach this, unfortunately, none of them are easy or 100% working. I have two demos, which are also far from perfect, but may be a starting point for someone making an RTS game.

    PATHFINDING

    C3P C3P Prevent pathfinding objects from colliding with each other. Two versions: Avoid overlapping while moving + Avoid overlapping at the target point.

    C3P And as a bonus - accurate Pathfinding. You may have noticed that pathfinding objects almost never stop at the exact target point, sometimes they stop early, sometimes late, sometimes miss it completely. This example provides a solution.