dop2000's Forum Posts

  • If you look at my example, there is a disabled event 1, where I tried to fade from red to blue overlay. If you enable it, it happens pretty quickly immediately when you run the app.

    So the idea is when your character is getting close to some object (or starts overlapping it), to set target overlay color and then change R/G/B values of the layer over time to that color. As in my example, R is changing from 100 to 0, G stays 0, B changing from 0 to 100. You can use lerp, tween or any other method.

    There are probably other ways to do this. You can create several layers like that and change their opacity over time, making one visible and another invisible, or even mixing them together.

  • You can add "Wait 0 seconds" seconds before changing the variable.

    Another option you can try is to reverse the order of groups - put group Stage6 on top, then Stage5 and so on.

  • random(1,6) returns a number with decimal point, like 2.2947030939

    If you need an integer number use these expressions:

    int(random(1,7))

    or

    choose(1,2,3,4,5,6)

  • ColorText compare text = "some text"
     System compare two values ColorText.count=ColorText.pickedCount
    
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  • Your events "On mouse clicked on ChoiceA" in all 6 groups are executed all at once, on one tick. Events are working from top to bottom, so after in Stage1 you incremented ChatStage variable, condition "ChatStage=2" in Stage2 group becomes true and is also executed, and so on.

  • not know how to add global variable or sprite or other in dictionary

    See event #3 on my screenshot how to add global variables to the dictionary.

    You can't add sprites, but you can add sprite instance variables the same way.

  • Could you post a screenshot of the events in question? (loops etc.)

  • Working or not what? :)

    Yeah, C3 is great! Congrats on finishing your project!

  • You can use a layer with color background and some effect like "Soft light" or "Overlay".

    See this demo:

    dropbox.com/s/kpzrphtvcsswhsq/ColorOverlay.c3p

  • Sorry, I don't understand you. Do you want to use "Wrap" behavior? Then you need to remove "Bound to layout" behavior.

    .

    If this doesn't help, maybe you could give a detailed explanation of the problem in your native language. And post it here together with Google translated version.

  • Almost certain the problem is with the position of Origin image point in your animations. Make sure it's always in the same position on the character in all animation and all frames.

  • After you picked some instances, in a sub-event you can do "For each Object order by Object.X" and only process the first instance, after that stop the loop.

    Or, depending on how these instances are positioned, you may be able to use "Pick nearest to" event, for example, to pick the leftmost instance, pick nearest to (-10000, layoutHeight/2) or something similar.

  • Check the list of addons, there may be addons for different ad networks.

    You can probably use Admob mediation to connect other networks.

    Also, has recently released c3-runtime version of Enhance addon, as part of Construct Master Collection. With Enhance you can use dozens of ad networks.

  • You don't need "item missing" events, delete them. Also, if you want to set 20 variables, it will be a lot of code! It's easier to add them all to a dictionary and save the dictionary. See this demo project:

    dropbox.com/s/1cz1k5x3teikbv5/DictionaryLocalStorage.capx

    Here is how I usually do this:

    On start of the game I call StorageLoad function. At the end of each level I call StorageSave.

  • Yeah, anchor has a lag. It doesn't update object position immediately. As a workaround you can create an invisible object, and make it visible after a short delay.

    Or ditch the Anchor and on every tick set object position to viewport bounds.