dop2000's Forum Posts

  • I made something similar in this demo, as a way to keep lots of physics objects (apples) inside a fast moving basket.

  • See this tutorial

    scirra.com/tutorials/73/supporting-multiple-screen-sizes

    To get rid of black bars on screens with different aspect ratio, use scale outer mode and make your background about 20% bigger than layout size.

  • I don't think there is an easy solution to this. One way of doing this is to create a copy of the level at an offset and "ghosting" some objects. For example, if you want your character to be stopped by walls, and enemies to go through walls, you make a copy of the layout at 10000px to the right, remove walls from it and place your enemies there. For each real enemy object create a "ghost" sprite and position it to (Enemy.X-10000, Enemy.Y) on every tick. It will look like enemies are walking through walls. Of course, this solution is far from universal, but could work in some games.

  • In Physics behavior, you can use enable/disable collision between specific objects, but I don't think this is possible with Solid. If you tell a bit more about your game, maybe we could suggest another solution.

  • Hi Tom , Are you monitoring this thread or should we post our suggestions somewhere else?

    The search function stopped working, it's returning 404 error all the time. Also, when I click on my posts and search there, the search results are unsorted, could you sort them by date?

    Quite often, when I insert an image, it doesn't appear in my post. I have to edit it, insert the same image again (I get a new image ID) and then it works..

  • Use "On click" event, not "Mouse button is down".

    "On*" events are triggered once. "Mouse button is down" is triggered every tick while the button remains pressed.

    Also, check the animation speed in Animations Editor.

  • I have a C2 game that I want to try publishing on Steam. The game was originally developed for mobile, with interstitial ads and in-app purchases.

    So what monetization options can I use on Steam?

    Can I still show interstitial ads in a PC game, is it common for indie games on Steam?

    Can I offer my game for free with IAPs? Does Steam have its own IAPs system, or should I use some third-party solution (like Paypal)?

  • Use PickedCount property:

    Sprite type="bomb" -> Text set text "Number of bombs: " & Sprite.PickedCount

  • You can do this with regex:

    Set formattedNumber to RegexReplace(str(number), "(?<=\d)(?=(\d\d\d)+(?!\d))", "g", ",")

    number=12345678.22

    result=12,345,678.22

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  • In other words, the player only dies if it continues to collide with the object for 3 seconds? Yeah, you should not use "wait" here.

    Try something like this:

    variable collisionTime=0
    
    On player collision with block -> Set collisionTime to time
    
    Player NOT overlapping block -> Set collisionTime to 0
    
    Every tick
    collisionTime not equal 0
    collisionTime less than (time-3) -> Player destroy
    

    You can also do the same with Timer behavior. On collision start a timer "die" for 3 seconds. If no longer overlapping, cancel timer. On "die" timer event, destroy the player.

  • One part of the building ("Building_p2") is not in the family, maybe that's the reason?

    Also, since your game is grid-based and the character is walking from cell to cell, I recommend you use TileMap objects. You can build your entire map with a single or several TileMaps, instead of using hundreds of sprites. Or, you can continue using sprites, but add an invisible TileMap and set tiles where you want your obstacles to be. This way you can easily determine if your character can move in any direction by checking if the tile in that direction is set or not.

    Here is an example (it uses MoveTo addon, but should give you the idea):

  • Flying is different from jumping. If you want infinite jumping, there is a template in C2. If you want your platformer character to fly, you need to set Vector Y on every tick, for example:

    Keyboard "Space" is down -> Player set Vector Y to max(self.Platform.VectorY-10, -200)

  • After you finished generating the terrain, loop through all cells in the array. If current cell value is 0, check cells above (y-1), below (y+1), on the left (x-1) and right (x+1). If they all =1, then change the current cell from 0 to 1.

  • Have you tried following the steps from this tutorial?

    scirra.com/tutorials/1457/screenshot-sharing-ios-android/page-1

  • I meant "Manuel" is a Spanish name. Never mind :)

    Setting System Time Scale to 0 will automatically pause many behaviors, but not music. You will still need to pause music ("Audio set paused..") and then resume it after 5 seconds.