dop2000's Forum Posts

  • object.physics.VelocityX and object.physics.VelocityY, and if you need overall velocity, use this expression:

    distance(0, 0, object.physics.VelocityX, object.physics.VelocityY)

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  • Seems like it was working in previous versions, so I logged it as a bug:

    github.com/Scirra/Construct-3-bugs/issues/3115

  • hrisnz You don't need to do this on every tick. Add clamp to the event where this variable is changed.

  • "&" is a logical "AND" operator. The result of (1&2&3&4&5&6&7&8&9)=1, so it spawns one banana at image point 1.

    You need to define an instance variable "quantity" on the family and do this:

    Also, to optimize your project you can combine all spawners into one sprite (as separate animations or frames), and set them invisible on the layout.

  • When I export my game to Cordova(Android) and check "Hide status bar", all "Browser On mobile Back button pressed" events stop working. With "Hide status bar" disabled, the Back button works, but the game doesn't run in full screen.

    Is this an expected behavior or a bug? Is there any solution?

    Tagged:

  • I don't know if Google Play provides such API, but what you can do is put a text file on some web server, which will contain latest app version number. In your game request this file with AJAX and read version number from it. If it's greater than current app version, then inform user that update is available.

  • Tilemap can be empty. There must be a problem with some of those conditions in your event. Try disabling them one by one. Also, why do you have both Touch and Mouse conditions?

    See this demo, you may find it useful:

    dropbox.com/s/8zap7yuhwdb0pcb/Farming_TileSet.capx

  • whitkin This action only works with asynchronous events (like AJAX->Request, Local Storage->Get/Set, Pathfinding->Find Path etc.), it won't work with Tween or loops or anything like that.

    See this Ashley's video about this new feature:

    youtube.com/watch

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  • Here you go:

    dropbox.com/s/3mcd9fcel5paf78/EllipseDemo.capx

    I derived the formula from this post:

    math.stackexchange.com/questions/432902/how-to-get-the-radius-of-an-ellipse-at-a-specific-angle-by-knowing-its-semi-majo

    You can use canvas plugin to draw the ellipse, but it doesn't have "Draw ellipse" action. You can either draw a path or lots of dots or small rectangles. It will still be better for performance rather than creating thousands of dot sprites.

  • "wait for previous action to complete" is only intended to work with asynchronous actions of certain plugins, like AJAX, Local Storage, Pathfinding. (look for the clock icon on the event sheet). It basically replaces "On completed" event. It won't help you with other things.

    Local Storage actions can easily take longer time on a slow device, or if you are saving/loading a lot of data etc. AJAX Request can take several seconds when you are requesting a file from the internet. Pathfinging Find Path can be quite slow on a large map, and so on. So yeah, never use "Wait 0.1s" with asynchronous events.

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  • I still not sure I understand your question. You need to set the correct position of the sprite first, and then pin it to another object.

    If this doesn't work correctly and the sprite is misplaced, check Origin image points of both objects.

  • part12studios Functions help to keep code organized and optimized. My function "StarageSave" in the example above can be called many times from different parts of the game. For example, when player finished a level, made some purchase etc.

    You didn't notice "wait for previous action to complete" before, because it was only added in version r157 :) See that video link I posted.

    Using "Wait 0.1" with asynchronous events is not a good idea, as sometimes the delay may be bigger than 0.1s

    All actions inside one event are executed in sequential order. I'm not sure I understand what's your concern here.

  • System -> Set layout scale

    Make sure your layout has layers with non-zero "Scale rate".