dop2000's Forum Posts

  • Set bullet speed to 100+int(variable/2000)*50

  • No, the idea was with the Movement Upgrades add 50 to the BaseSpeed. Then when you set 8-direction max speed to BaseSpeed, you'll get the upgraded speed.

  • Try this one (I didn't watch it, don't know if it's any good):

    construct.net/en/tutorials/how-to-use-iap-in-app-purchase-in-construct-2-project-1189

  • What exactly are you trying to do?

    AnimationFrame expression returns current frame, it doesn't have parameters, so you can not use it like this: Sprite.AnimationFrame(1)

  • This is how the gravity works in real world :)

    Gravity means acceleration, it's constant and doesn't get stronger. But the falling speed gets faster with time: speed=gravity*time

    You can limit the maximum speed (how you do this depends on what behaviors you are using), but this will not look like falling anymore.

  • I don't see enemies moving at all in your project. Did you share the correct file?

    If you are talking about Pathfinding behavior (enemies using the same map with different obstacles), this is possible if you select different cell or border size. See this post.

  • Instance variable "BaseSpeed" on the player should work just fine. With every upgrade increase BaseSpeed. On dash set 8-direction max speed to (BaseSpeed+100). After 0.4 seconds set it back to BaseSpeed.

    Also, I don't recommend using "Wait" here. Use Timer behavior instead.

  • Animation Editor is better in C3. While not as advanced as proper image editing apps, it has lots of new useful features.

    The most irritating thing about it though is that you can't copy/paste images with transparency from other applications. You need to save files to disk and import them, so much extra work...

  • Not sure if this will be helpful, but this is how I added "cordova-plugin-facebook4" plugin to my app for game analytics:

    Add the following lines to config.xml
    
    <plugin name="cordova-plugin-facebook4" >
     <variable name="APP_ID" value="1234567890" />
     <variable name="APP_NAME" value="App name here" />
     <variable name="FACEBOOK_ANDROID_SDK_VERSION" value="4.40.0" />
    </plugin>
    
    
    Add to config.json in "plugins" section:
    
    {
    	"id": "cordova-plugin-facebook4",
    	"version": null,
    	"variables": [["APP_ID", "1234567890"], ["APP_NAME", "App name here"], ["FACEBOOK_ANDROID_SDK_VERSION", "4.40.0"]]
    },
    
    

    Add files to zip and build with C3. If all done correctly you should be able to call methods from this plugin from scripts or with Browser Execute Javascript action. In my case:

    "facebookConnectPlugin.logEvent('event_name');"

  • Must be something in your events, hard to tell without seeing them. I'm guessing you are setting animation on every tick. You need to do this only once in "On tap" or "On touch" event.

  • Not sure I fully understand your question.. You can add all arrays to a family, add an instance variable Type, set it for each array object. For example one array will have Type="buildings", another Type="resources" etc.

    And use it like this:

    Function ArraySetValue
    parameter t
    parameter i
    parameter v
    	ArraysFamily compare variable Type=t
    		ArraysFamily set at X=i, value=v
    
    
    // Usage: 
    	Call function ArraySetValue (t="buildings", i=23, v=2000)
    	Call function ArraySetValue (t="resources", i=0, v=1.5)
    
    
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  • Like I said, if Canvas object doesn't detect the color correctly, it likely means that it's positioned wrong. Touch is obviously less accurate than mouse, so maybe you need to enlarge the image to make aiming easier.

    Also make the canvas object visible (larger in size and fill with color) to see where it has landed after the tap.

  • I need my game to work on Android 4.2, I had to build it with an older version of Construct 2, which uses Crosswalk plugin.

    If anyone has such phone/tablet, could you please test this apk and let me know if it works and if the sound is playing:

    dropbox.com/s/ovxjdgchisw613o/Audioeffectsdemo-armv7-debug.2105550.5.apk

    (it's an "Audio effects" template, not the real game)