dop2000's Forum Posts

  • It says in the description "Completes next tick". So "Wait 0" should be enough. Are you sure it takes more than one tick sometimes? In my tests it's always 1 tick.

  • I may have misunderstood your question, but assuming that "0", "1" and "2" are key names in the dictionary, the correct syntax will be:

    MessageObject Set Text --> DictionaryName.Get("2")

    Similar to get text from index 2 of the array:

    MessageObject Set Text --> ArrayName.At(2)

    .

    You can find these and lot of other very useful expressions if you press Ctrl-F4 while editing any event/action:

  • In that game you can't move back further than screen width.

    So you can keep zoom at 1 and restrict player movement instead. For example for player #2 if "Right" key is pressed and the distance between players is less than some number, simulate moving to the right. If the distance is greater than that number, the player will not move.

    Formula for distance: abs(Player1.x-Player2.x)

  • With Physics the chances of the sprite getting stuck somewhere are like 99%

    EDIT: Oh, I see you are using Car behavior now. It's not much better than Physics in this case, because car has inertia, it can't make sharp turns and takes time to stop. So it will also get stuck often.

    The easiest and most obvious solution is to use pathfindind. If you have a predefined path, you can move sprite from one point to another using behaviors like MoveTo, Bullet, Tween. Also, see this post for some other examples.

  • Object that is in the center will always remain in the center, you don't need Anchor for it. Just make sure to set "Unbounded scrolling" in layout properties.

  • I haven't tested it, but you can try something like this:

    Monkey on landed
    System for each Monkey
     // find next branch to jump
     Branch Y<Monkey.Y
     Branch pick nearest to Monkey.X, Monkey.Y
    

    Save this branch in an instance variable (say, Monkey.TargetBranchUID). Then on every tick for each monkey than has target branch simulate jump and either left or right key (depending on whether its target branch is to the right or left from the monkey).

    If you want them to jump randomly and not always up, you can change the way next branch is picked - pick a random branch within some distance.

  • Platform behavior should work perfectly. Add JumpThru behavior to branches. See template "Infinite jumping" in C3, it's pretty similar.

  • Man :) No worries!

  • Yes, but you need to explain what you want, maybe post your project file or some screenshots.

  • Now set "Fullscreen mode: Scale Outer" in project properties and try to resize the preview window. You will notice that the sprite tries to keep the same relative distance from the left top corner - this is how Anchor works. (to see it better move the sprite closer to left top corner on the layout)

  • It's in Program Files because you are running your game in preview. The folder will be different when you export your project.

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  • Navigating a sprite with Physics through a complex maze is difficult even when you control it manually. I'm afraid doing the same with events is pretty much an impossible task.

  • Yes, % is modulo operator.

  • Anchor should work. Make sure you don't have Pin or other behaviors/events that may be conflicting with Anchor.

    And you don't need mobile phone to test it. Even in preview when you resize preview window, you should be able to see how anchored objects are sticking to edges of the viewport.

  • Try Anchor behavior.