dop2000's Forum Posts

  • Don't use Save/Load actions for saving just the language setting. It's like making a full back up of your entire hard drive to save just one document.

    Besides, this can mess with your Undo system and other things. (which that error in the console log is probably about)

    Use Local Storage to save app settings.

  • I have no idea what you mean. Please read this post:

    construct.net/en/forum/construct-2/how-do-i-18/tips-posting-quothow-iquot-40390

  • The simple way to make such delay is to start ignoring controls on jump, then after a wait or on Timer event - stop ignoring controls.

    If you need something more complex, you can use "Is jumping", "Is falling", "Is (Not) on the floor" conditions, and control player's vector X and vector Y with actions.

    TO get current flying direction and speed, use Player.Platform.VectorX and Player.Platform.VectorY expressions. To change it, use "Set vector X/Y" actions.

    Also, don't forget to disable default controls for Platform behavior.

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  • I think what you are looking for is "Simulate control" action.

    Add action -> Hero -> Platform -> Simulate control

    8-direction behavior also has it.

  • You don't need any events for this. Just set some value for "Jump sustain" setting, and the character will jump higher while you are holding the jump button. And you should be able to control it in the air - move left of right.

  • I still don't understand. You want to automatically trigger "Keyboard on key pressed" event, without the user actually pressing it? I don't think it's possible.

    Maybe you can explain what are you trying to achieve?

  • Scirra removed direct messages intentionally, see this post:

    construct.net/en/forum/scirra-website/website-issues-and-feedback-35/bring-pm-features-back-please-140793

  • How can i force the player to push a button upon command?

    IDK, blackmail? :)

    See this demo:

    dropbox.com/s/hnrj97lsyyd2nzg/ForcePlayerToPressButton.capx

  • You can use "Load image from URL" action. Your sprite object needs to have all animations and empty frames added in advance. Then you set first animation/frame in runtime, load image, wait for it to finish loading, change to the next frame, load image.. Repeat for all images.

    This may take some time if there are many frames. Another option is to create lots of instances for all frames, and load them all at once. Something like this:

    For each Character -> Character Load image from URL "char_"&loopindex&".png"

    .

    The above method works only with individual images. To load a spritesheet you'll need to "cut" it into pieces using Drawing Canvas. Load the spritesheet into a temporary sprite, place a small Drawing Canvas object on top of the first frame in the image, paste the sprite, save canvas image, load it into the character sprite. Move the canvas to the next frame and repeat.

    .

    There is an Animation Loader plugin for C2, maybe you can convert it for C3, or find a ported version:

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

  • I believe 0 is zero-based index, and 1 is the number of objects (count).

    So everything is correct.

  • The two texts are on different layers. Maybe something is blocking the "Header" layer when you load the game? Or the layer itself is invisible.

  • Don't use "Spawn" action, because objects are spawned at the same angle as the original object. Use "System Create sprite at (Enemy.x, enemy.y)"

  • It's difficult to understand you.

    You have an enemy moving with Pathfinding, correct? The enemy has a health bar above it. You don't want the health bar to rotate with the enemy?

    Don't use Pin behavior. Add health bar sprite and the enemy to a container. Do this:

    On every tick
    	Healthbar set position to Enemy.X, Enemy.BBoxTop
    
  • you can also create the object by its name

    AllanR I believe op was asking about the sprite which is spawned by Particles particles, instead of the own particles image. See "Object" property on the left panel - you can only select an existing object there.

    I may have misunderstood the question though. If it was about multiple Particles objects combined in a family, then I agree, it's easier to create them by name.

  • When you create a family instance, it always selects a random member of the family. I guess it's also true for particles object.

    The solution is not to use families. Combine all colors into the same sprite, as different animations or frames. You can set required animation/frame in "On created" event. Or make just one white sprite and re-color it with "Set color" action.