dop2000's Forum Posts

  • If you link one array instance with one family instance, it doesn't really matter where you define the 'ChildUID' variable.

    It only makes difference when you need to link one-to-many.

  • It's easy to do with Tween behavior.

    dropbox.com/s/jgagd4v8a9e0e8j/HueTween.c3p

  • It will not be possible to store each piece in a separate layout. Here is what I usually do when I need to randomly generate a level from pre-made scenes:

    I put all scenes on the layout, somewhere outside of visible area. Scenes (yellow rectangles on the screenshot) have 'type' instance variable defined with values like 'easy', 'medium', 'hard'. This allows to build levels of different difficulties, and mix and match them, for example 5 medium scenes + 3 hard.

    All objects on the scenes are added to one or two big families, in this case "Entities" for sprites and "Obstacles_TB" for tiled backgrounds.

  • No, you should not use "Wait" when programming such things. Use Timer behavior instead.

    On start of the layout 
     : Enemy Start Timer "change_direction" for 0.5s recurring
    
    Enemy on Timer "change_direction"
     : Enemy set variable direction to choose("left", "right")
    
    Enemy direction="left" 
     : Enemy simulate moving left
    
    Enemy direction="right" 
     : Enemy simulate moving right
    
    

    You can randomize their movement if you restart the timer in "On timer" event for random number of seconds, for example random(0.5, 1.5)

  • Not attach, but you can link array instance by UID to each family member.

    Family on created -> Create new Array, Family Set ArrayUID to Array.UID

  • A new portion of examples, enjoy!

    VISUAL EFFECTS

    CAPX 3D fountain with bouncing balls.

    CAPX This one is hard to explain, you need to see it! A sphere made of tiles which follows mouse cursor.

    CAPX Text displayed as a moving sine wave with fade.

    CAPX Glowing laser effect

    CAPX Huge juicy explosion effect - shake and tilt the screen.

    GAME TEMPLATES

    CAPX Sharkie game - you are a hungry shark chasing swimmers, eat ‘em all!

    CAPX Create beautiful paintings using different stencils, brushes and colors.

    WEAPONS AND INVENTORY

    CAPX Collect weapons and swap between primary and secondary weapons in a platformer game.

    CAPX Top down shooter, where you can collect and fire different weapons, swap your weapons with keys Q and E.

    CAPX Comprehensive Inventory system - pick up different items and display them in the inventory screen.

    CONTROLS

    CAPX Customizable radio button controls.

    CAPX Using a sprite to invoke Open File dialog and a workaround for FileChooser bug.

    DATA

    CAPX Send data to Google Spreadsheet.

    TEXT

    CAPX Split text into separate words.

    EVERYTHING ELSE

    CAPX A simple demo demonstrating how to link object instances by UID.

    CAPX NWJS - create and execute a BAT-file in Windows.

    CAPX Save and load game progress to a disk file.

    CAPX Fire at targets to shrink them.

    CAPX A template for a simple level editor - drag objects on the map.

    CAPX Simple teleportation to a predefined or a random teleport.

    CAPX Simple AI with Pathfinding - wolves chasing prey.

    If you would like to support or hire me, please click here

  • There is an addon for C2, it may be possible to convert it:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-animation-loader-84883

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  • In C2 remove all references to cocoon from the code, then remove the plugin itself. Be careful, if you have an event like "On cocoon something -> Restart layout" and you simply delete the cocoon plugin, your layout will be restarting on every tick.

    In C3 import addons into Addon Manager and restart before trying to open C2 project.

  • Fixed the image link:

    s1.postimg.cc/6guja9cben/Capture.jpg

  • 1. I believe you can get 50% discount, check out this page.

    3. Cocoon is long gone, you need to remove this plugin before migrating to C3.

    C3 version of Rex_date plugin is here:

    github.com/erenertugrul/construct-plugins/tree/master/ported_plugins/plugins

  • No, you need to set animation frame to 0, load first image, wait for it to complete loading, then set animation frame to 1, load next image, wait etc..

    It may be a long process if you have many frames, so in this case it's easier and faster to put multiple instances of the sprite on the layout. Say, if you have 10 frames, put 10 sprites on the layout, set each of them to different frame, then load images into each sprite all at once, for example:

    For each sprite
    -> Sprite load image from url = "https://www.myserver.com/image_" & sprite.AnimationFrame & ".png"
    
  • Jump-thru platforms in Construct are buggy.. You can try adding some additional checks - for example, if the player is overlapping a jump-thru platform at offset (y:1), and Player.Platform.VectorX<>0 , then set set animation to "Walk".

  • Open browser console (F12) before you get to the point when it crashes. Maybe you'll some error message in the log.

    What happens when it crashes?

    You need to find a short and reliable way to reproduce this problem, maybe then we'll be able to help, because currently going through all your hundreds of events in French is an impossible task.

  • you can't put an array in a container.

    You can! I do it all the time. Just make sure to set Global=No in array properties.