dop2000's Forum Posts

  • Check origin image point and collision polygons. Ideally they should be the same for all animations and frames.

    If this doesn't help, please share your capx file.

  • Or use "Scale outer" and add this frame image to your layout.

  • , thanks! Posting on itch.io is a really good idea! I'll probably do this after I publish the game on Google Play and App Store.

  • Set text to Array.At(Array.IndexOf("rabbits"), 2)

    Text should display "3"

  • , Thanks a lot for the feedback!

    How long did it take to load? 10-20 seconds or longer?

    The size of the game is about 30Mb, and it's hosted in Australia (which is famous for its crappy internet speeds), so maybe that's why it's loading so slow. It should definitely be faster once installed on the phone.

    Planets rotation is intentionally made to be one step at a time, because each step uses 1 energy and the energy is the most important resource in the game. If I allow to rotate planets freely, without stopping after each step, the energy will be drained really quickly.

    When you see 3 yellow planets scattered far away from each other and you start bringing them closer, you will quickly realize that this is not the best tactics, as you are losing too much energy. So you have to be creative and plan your moves.

    The game is going to be free with IAPs and ads. But there is no "paywall", it can be played without spending money. When testing I completed all 200 levels several times without making a single purchase.

  • If you build a graph with those values you provided, you'll see that it looks similar to y=1/x function. Only instead of "1" there should be a much bigger value.

  • No, I'm pretty sure that description is just a comment and you can't access it with events.

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  • You are using "On Nth touch end". N here is not touch ID, it's the index! For example, if 3 fingers are touching the screen and you lift one finger, "On 2nd touch end" will be triggered.

    In your case you need "On any touch end" and then compare touch ID.

    Or simply use "On tap AreaSprite -> Buster Find path to (touch.x, touch.y)". That's it, just one one event, no need to deal with all those variables!

  • It's hard to find the exact formula, because your numbers are pretty much random, this is the closest I could make:

    spawn_rate = (200+speed)/speed

    You can add clamp((200+speed)/speed, 0.5, 15) to set minimum and maximum spawn rates.

  • I think "Array contains value" scans the entire array, you should not use it inside the loop. Try this:

    For each XY element
     Array Value at (Array.curX, Array.curY)=KeySlots.UIDofDoor 
     ---> Array delete index Array.curX
    

    You can also do this with normal "For" loop:

    For "x" from 0 to array.width-1
     Array Value at (loopindex, 1)=KeySlots.UIDofDoor 
     ---> Array delete index loopindex
    
  • I suggest doing this with MoveTo addon. Bullet is more suited for "shoot and forget" tasks. When you need to move object from one point to another predictably, with acceleration/deceleration, MoveTo is a much better choice.

  • tarek2

    Yeah, sorry, I realized my mistake and updated my post, but you had already commented on it :)

    .

    Yes, the "Else" will not run if at least one picked instance has Class & "_AtKR" animation. So the event should probably look like this:

    Pick AdventurerSprite with animation NOT EQUAL to Class&"_AtKR" 
    -> AdventurerSprite set animation Class&"_AtKR"
    
  • tarek2, I believe the "Else" event will be executed is there are no instances of AdventurerSprite (picked by parent events) with animation Class & "_AtKR".

  • The first "Pick Adventurer where distance..." condition here is wrong. You haven't picked an enemy yet, so you are comparing distance to only one enemy instance (first instance with IID=0, which could be on the other end of the layout).

    I suggest you use "for each" loop:

    Adventurer state not equal "inCombat"
    For each Adventurer
     Enemy pick nearest to Adventurer
     System Is between values: distance(enemy.x, enemy.y, adventurer.x, adventurer.y) between 60 and 500
     ----> Adventurer set state "inCombat"
    

    .

    If you have lots (hundreds) of enemies and adventurers, calculating distances between them may be a bit slow. In this case you can use Line Of Sight behavior - it works faster than distance() expression.