dop2000's Forum Posts

  • Do you need to allow players to type in this textbox? Or is it only for displaying the text?

    If you only need to display text, I recommend using Text object instead with this addon:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-scrolling-for-text-sp-47715

    • Post link icon

    Thanks, DiegoM, for this great new feature!

    Will it be possible to add "On keyframe reached" triggered event? I'm not entirely sure how it will work with different instances and properties, but this would definitely be a useful addition.

    Let's say I want to change animation frame of the sprite at the keyframe. Currently the only way to do this is to compare Timeline.Time or Progress on every tick, which is not very convenient.

    I guess this can be worked around with an instance variable, which you set to different values on each keyframe, but I can't test it - my C3 crashes all the time when I'm trying to add instance variables to the timeline...

  • Do you mean when several red sprites are overlapping each other? I'm afraid you will need to keep each pair of sprites (red+shadow) on a separate layer.

    .

    There may be an effect you can use instead, a gradient mask or something like that, see this post:

    construct.net/en/forum/extending-construct-2/effects-31/webgl-effects-list-51897

    .

    Spawning without overlapping is one of the most popular questions here. Try searching the forum and you should find lots of examples. Here is one:

    construct.net/en/forum/construct-2/how-do-i-18/ideas-for-randomly-spread-out-142100

  • You can do this with blend modes. Both sprites need to be on the same layer with "Force own texture" enabled.

    The "Ball" sprite should have a gradient from black or grey to transparent (not to white). Put the ball above the red sprite and set "Source atop" blend mode for it. See this demo:

    dropbox.com/s/w77ytyb6wxfnuj0/BlendMode_BallMask.capx

  • Repeat choose(3,4) times

    System create object, Layer:N, X: random(0, LayoutWidth), Y: ViewPortBottom(N)

    Where N is the name or number of the layer where you want the object to be spawned

  • Have you tried doing this without the iframe? When sprite button is clicked, do "Browser - Go to URL" or "Browser Open URL in new window". Put the same URL you have in that hyperlink.

    Another option you can try is sending a "fake" click to the hyperlink. Add an ID "myHyperlink" to the hyperlink. Move the iframe off-screen, so it's not visible. On sprite button clicked, add an action "Browser Execute javascript" with code "myHyperlink.click()"

  • Set "Set angle=No" in Bullet properties.

  • Your event #4 is triggered on every tick. You can't use "Trigger once" here because you are dealing with multiple instances of pedestrians.

    So you need to add another condition "Animation Dead is not playing", or change your event like this:

    Pedestrians HP=0
    ...Pedestrians set HP=-999
    ...Pedestrians set Animation to "Dead"
    ...Pedestrians set bullet speed to 0
    ...Pedestrians spawn BloodPool
    

    Alternatively, you can simply move all these actions to event #3.

  • Bison You can find MoveTo addon compatible with C3 runtime here:

    construct.net/en/forum/construct-3/plugin-sdk-10/construct-3-runtime-a-few-cons-137539

  • It's not recommended to mix Physics with other behaviors (Pin, Solid, Bullet etc.). You can have them in one game, but you need to be careful to make sure they are not in conflict with each other.

  • What behavior are you using for monsters movement? If it's 8-direction, then I don't recommend mixing it with Physics. Instead, use "8direction set vector X/Y" or "8direction simulate control" actions.

    For example:

    set variable a to angle(player.x, player.y, enemy.x, enemy.y)
    Enemy set vector x to (player.X+200*cos(a))
    Enemy set vector Y to (player.Y+200*sin(a))
    

    Or, you can add Bullet behavior to enemies. When you need to push enemies away from the player, set Bullet enabled, speed=200 and acceleration=-200 (note, it's a negative value), set bullet angle of motion to angle(player.x, player.y, enemy.x, enemy.y)

  • You can easily do this with Bullet behavior (no Physics). Set "bounce off solids" on the ball and make walls solid.

    If you want to do this with Physics, use "Physics enable/disable collision" action.

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  • Another option is to load all strings into an array. Pick a random string (array X index), then delete it from the array.

  • Music does not stop when you switch layouts, so it's no need to resume it. The problem is with the "setVolume" function or the slider. The function doesn't work correctly and music volume is set to silent.

    You need to set variable4 before calling the function on start of the layout. Otherwise you divide by 0 and nothing good can come from it.