dop2000's Forum Posts

  • Set scale to lerp(0.1, 1, unlerp(800, 1800, self.y))

    If you want to limit the scale in this range, you can wrap this formula in clamp(...., 0.1, 1)

  • I don't understand what's going on in that template.

    Here is a much simpler version:

    dropbox.com/s/gz2g128hcvaxzvf/Thumbstick8Direction.capx

  • I believe your mistake is that you don't wait for "On save complete" event. Saving takes some time and SaveStateJSON expression is not available immediately after you execute "Save game" action.

    So instead of the "ExitMenu" function use "On save complete" event.

  • I am actually able to reproduce this in the default Platformer template (part 9). This looks like a bug, you should report it.

    The easiest workaround would be making sure that the pyramid and platfrom don't overlap.

  • I have a tilemap with the "platform" behavior.

    Did you mean with "Solid" behavior? Or "Jump-thru"?

    If the tilemap has Jump-Thru behavior, then the player can fall down through it if you are holding Down key on the keyboard when descending from the pyramid.

    If this is not the case, please share your capx.

  • I gave it a go, edited about 150 300 3000 entries.

    There are people who make good, high quality translations. Unfortunately, about 70% of all entries were contributed by user 'kop9000', and he definitely used google translate or some similar service. Many of his translations need to be edited or completely re-written...

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  • Ashley Russian is my native language, so please trust me - the translation is quite far from good. Maybe for a person without any programming experience most of the text doesn't look that bad, but when you are familiar with the English version of the program, you see lots and lots of serious translation mistakes. Here are just a couple of examples to illustrate my point:

    "Set layer force own texture" is literally translated as "Configure the force of a layer on its own texture", which doesn't make sense in any language.

    "For each (ordered)" is translated as "For each (purchased)".

    "Restore time scale" became "Save time scale".

    ...and so on

    Some strings were probably just corrupted, for example "Move to layer" in Russain looks like "Open Z". "Flood fill" became "Pfkbdrf" (???)

    .

    I'm not saying the translation is all bad, but there are enough issues that you notice them almost on every screen.

  • There is also a commercial addon (based on Rex's addon, but probably fixed and improved), you can find it here:

    chadorirebornxd.itch.io/construct-master-collection

  • You can break time into seconds, minutes and hours, use zeropad() expression to add leading zeroes to them, and add a blinking colon character.

    Set Seconds = int(unixtime/1000)%60 
    Set Minutes = int(unixtime/60000)%60
    Set Hours = int(unixtime/3600000)%24
    
    Set dividerCharacter = (Seconds%2 ? ":" : " ")
    
    Set timeString to zeropad(hours,2) & dividerCharacter & zeropad(Minutes,2)
    

    .

    There is one issue with unixtime - it doesn't seem to recognize daylight saving time. So it's probably better to use Javascript, just google how to get time in the required format, there are tons of examples.

  • Myster62 Did you read the plugin document page and try any sample projects? (there are at least 5 of them). You should also check these tutorials:

    scirra.com/tutorials/5015/getting-started-with-firebase

    shatter-box.com/knowledgebase/firebase-sync-data-with-your-construct-2-game

    scirra.com/tutorials/9500/how-to-use-firebase-realtime-db-in-depth-tutorial

    There is a version for C3, but I don't know if it works or not:

    github.com/rexrainbow/C3RexDoc/tree/master/repo

  • If you are using Rex's Firebase plugin, he has lots of sample projects. You should download them and see how they work. See links on this page:

    c2rexplugins.weebly.com/rex_firebase.html

  • Add these counters/variables to a text variable. For example: Set saveString to a & "," & b & "," & c

    This will give you the result like "10,20,40"

    Then add Browser object and use "Browser - Request download of a string" action.

  • SaveStateJSON should be available in "On save completed" event. So you need to save the game, wait for "On save completed" event to trigger, and then send SaveStateJSON string to LMS.

    To load - request JSON string from LMS, put it into a variable. Then use "Load from JSON".

  • I speak Russian, but I've never used Russian translation in C3. After reading this post I thought "how bad can it be?" and switched to Russian. Turns out, really bad..

    Most descriptions of events/actions/plugins appear to be made with Google Translate and there are tons of mistakes in Russian text, to the point that it's often incomprehensible.

    However, for me the worst part is expressions. Lots of Russian translations of expressions are complete gibberish and make zero sense.. Also, the program doesn't allow you to type English expressions (so you have to type "определить" instead of "int", which is a totally wrong word). I have no idea how people can edit expressions in Russian, it must be a torturous experience. I would suggest leaving expressions as they are, in English form.

  • Most problems with Local Storage happen because people don't understand that this is an asynchronous operation. Writing/reading data in Local Storage takes some time, especially if the amount of data is big. If you write something, you need to wait for "On item set" event before trying to access this data. A quite common mistake is to save some variables to Local Storage on the end of level, then switch to another layout and try to read these values back from Local Storage without any delay.

    Also, to minimize the number of keys and events, you can put all your variables into a dictionary and save/load the dictionary. Here is how I usually do this: