dop2000's Forum Posts

  • Spax C3 Desktop build used to be sluggish when editing big layouts, but it seems to be fixed now. I tested on a big project (200 objects, 80 layouts, 4500 events) and I think it works even faster than C2.

  • Yes, I know about workarounds.

    It just seemed like such an obvious and easy way to pick random instances, and turned out that it doesn't work correctly. I will have to check all my old projects to make sure I didn't use this method...

  • You need to save the project as a single file and upload .capx file.

    .caproj is not enough to open your project.

  • 1. Select target using Line of Sight behavior or some other method, make sure to pick just one enemy instance (for example, with "pick nearest" event).

    2. Save target UID in missile's instance variable.

    3. Navigate to the target with Pathfinding behavior. If the enemy is moving, you'll have to refresh the path every 0.5 seconds or so.

  • Here is an easier way to do this:

  • There are a million possible reasons why this may happen and without seeing your project it's impossible to tell.

    The most common mistake is creating lots of objects over time and not destroying them. Run the game in Debug Mode, play it a bit and check the list of objects on the left, see if there are any unusually big numbers there.

  • Say there are two sprites, one with id=0, another with id=1

    If I want to pick a random sprite using condition "Sprite compare instance variable id=choose(0,1)" - it doesn't work as expected! Sometimes it picks one instance, sometimes two, sometimes none.

    Am I going crazy, or is there a reasonable explanation?

    I tested in both C2 and C3. Example capx:

    dropbox.com/s/z4zsaevq92byut3/PickWithChoose.capx

    .

    EDIT: Never mind, I think I know what's going on. This event loops through all instances, comparing each with choose() expression, each time calculating a different value for choose(). I wonder if this can be considered a bug...

  • It's the same in "C2 runtime" in Construct 3. And it's not just Bullet, pretty much any behavior..

    I'm guessing this is how C2 engine works. If this was a bug, it would have been discovered and fixed long time ago.

  • You are right about "trigger once", it cannot be used with multiple instances. There must be some mistake in your code, it will be easier to help if you could post your project file.

    Here is a similar project with multiple attacking enemies I fixed for someone else a few days ago:

    dropbox.com/s/9hf092r0ycwedae/AI%20top%20down%20example1%20with%20Shooting3.capx

  • You need to tween a value, say, from (sprite.angle) to (sprite.angle+200). And then while the tween is running, set sprite angle to Tween.value

    You can even make multiple rotations using this method - tween from 0 to 3600 will rotate the sprite 10 times.

  • When you are adding events or actions in C2/C3 and you see a field which allows you to type something - you can use expressions there.

    For example, add the following event: System -> Is between angles.

    If you click "Find expressions", you will find literally hundreds of useful expressions there.

  • Yes, it's possible and very simple: add a new action "Sprite font -> Typewriter text".

  • Compare mouse Y position, if it's close to the bottom of the screen, make menu sprite visible. You can move it up with litetween/sine/bullet behavior if you want.

    When mouse is over white circles, make the sprite with preview of the page visible. On click on circle, go to another layout for that page..

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  • The easiest solution would be saving the slider value in a global variable when you exit the layout. On start of the layout, restore slider value and position from that variable.

  • All these effects can be done with LiteTween and Fade behaviors.

    construct.net/en/forum/extending-construct-2/addons-29/behavior-litetween-48240