dop2000's Forum Posts

  • There is a trick that allows you to generate a very big map, save it and then load using just one small number. The solution is Seeded random. There are a couple of addons for it, I recommend this one:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-seedrandom-53718

    .

    Regarding saving to a file - using "NWjs Write File" action you can save a file "silently", without showing "Save as" dialog.

  • You can use LiteTween plugin. Tween to scale 0, move sprite to another teleport, reverse the tween.

  • I thought your question was more about how to get words from the file.

    In my example one word is shown at a time when Space key is pressed. You can change this to "Every X seconds" or some other event. Or you can display all words in a loop, here is an example with 0.5 delay between words:

    Repeat tokencount(fileData, " ") times
     Wait 0.5*loopindex
     Text set text to trim(tokenat(fileData, currentWord, " "))
     Add 1 to currentWord
    
  • Do you want your sprite to always turn to the direction of mouse cursor? In this case the code you posted should work! Have you tried different browsers?

    You can actually do this in just one event - "Set angle toward (Mouse.X, Mouse.Y)"

  • Try changing ">10" to ">25" in the conditions in last event.

  • Does the sprite move directly down, or does it move also at an angle it's facing?

  • I believe this is my code :)

    And it works for me. What do you mean it doesn't look at the right angle? You press the stick Up and the player moves up but facing some other way?

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  • You have "Rotate towards position" action on your screenshot.

    You need to replace it with a different action - "Set angle toward position".

  • Use another action - "Set angle towards position (Mouse.X, Mouse.Y)"

  • SafeZone set x to random(Map.BBoxLeft+SafeZone.width/2, Map.BBoxRight-SafeZone.width/2)

    SafeZone set y to random(Map.BBoxTop+SafeZone.height/2, Map.BBoxBottom-SafeZone.height/2)

    You can use blend modes and effects to "cut a hole" in the map, or highlight the safe zone. Search for "Blend modes" template in Construct start page, or see this great post:

    construct.net/en/forum/construct-2/how-do-i-18/help-object-blend-modes-explai-121928

  • Check out this demo I made:

    dropbox.com/s/gk1w7g9njs5gwj7/RotatingKnob.capx

  • I may be wrong, but I think the only option is make a pseudo-pixel graphics. Where each "pixel" on the image is actually a rectangle (say 10x10 real pixels). Of course your images, window and layout size will be much bigger. But this should allow you to scroll everything smoothly.

  • Physics objects only interact with other Physics objects. Objects with Solid behavior interact with Platformer, 8-direction, Car and many other behaviors. It's generally a bad idea to mix Physics with any of other movement behaviors. In other words, don't have both Platform and Physics behaviors enabled on one object at the same time.

    I believe immovable object uses much less resources than movable, but it's still a Physics object.

  • I imagine if you just put lots of objects onto the layout, there will be no difference in performance. It all changes once you start adding behaviors and events to your game.

    Keep an eye on the number of collision checks in debug mode, don't let it go to very high numbers. Don't overuse "heavy" behaviors like PathFinding. Minimize the number of events that are run on every tick. Don't apply too many effects to objects. And then you'll be fine.

  • You can modify collision polygon for individual tilemap tiles (for example to make 45 degree slopes). You can also rotate and flip tiles.

    In your example it may be better to use TiledBackground. It has a fixed collision polygon, but you can rotate it to any angle and stretch to any length without distortion.

    You can also use a combination of all 3 object types, it's entirely up to you. For example, the main collision map is made of TileMap (it can even be invisible). And some elements like floating tilted platforms are sprites or tiled backgrounds.