dop2000's Forum Posts

  • Set Type=numbers in TextBox properties.

    To limit the number of characters to 2:

    TextBox On Text Changed -> TextBox Set text to left(self.Text, 2)

    Also, see Tutorials section, there are lots of helpful examples on how to customize texboxes:

    https://www.scirra.com/tutorials/all

  • Have you tried running the game in Debug Mode? What are the numbers for FPS, CPU, images memory usage?

    Try removing big portions of these grass sprites from the layout and see if FPS/CPU usage improves. Try deleting the entire grass object, disabling different event groups etc, and see what's affecting the performance the most.

  • There is an easy way to do this which is used in many games.

    Add Flash behavior to the player. When biker is hurt, start flashing for 1-2 seconds.

    Add another condition "Is not flashing" to the event. This way while the biker is flashing, it's invulnerable.

    Or you can do this with Timer behavior. Set a variable IsInvulnerable=True, start timer. On Timer event, set IsInvulnerable=False.

  • 1. Use punctuation (stops, commas, question marks). Your message is a mess and it's hard to understand you.

    2. Clearly explain your problem and your question.

    3. Share your code or capx file.

  • You don't necessarily need to add Solid behavior to objects for Pathfinding to work. Pathfinding behavior allows to add custom obstacles.

    Also, check out this addon:

  • See this post:

    Or you can style if with CSS, search Tutorials for examples.

  • Physics will definitely be an overkill here.

    As Bitsix advised, place origin image point at the start of the chain and use any of these behaviors to rotate it - Sine, Rotate, RotateTo, LiteTween.

    The ball can be in the same sprite with the chain, or you can make it a separate sprite pinned to the other end of the chain.

  • But if you set objects Opacity to 0, the engine will still render this object on the screen but invisible.

    Second thing, objects outside the visible screen as I remember, are automatically not rendered by the engine.

    It probably depends on the platform, browser or WebGL version.

    Try setting Text object opacity to 0 and then changing its text - TextWidth and TextHeight properties are not updated, because the text is not actually rendered. If you set opacity to 0.01, it starts rendering.

    Off-screen objects are not rendered, but they still consume CPU resources if they have active animations, behaviors, or they are part of different events, collision checks etc.

  • I don't know.. Could be a problem with your gamepad.

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  • I'm not sure I understand your problem..

    Try this file:

    https://www.dropbox.com/s/e1ynw17s50ldx ... .capx?dl=0

    I tested it on two different gamepads - on both I can control the blue circle with the right stick.

  • For me the right Y axis worked at index 5.

    Try RawAxis(0,5)

  • I believe this is a bug, I reported it here:

    Filtered input doesn't work, but you should be able to use raw input.

  • Why so complicated? Remove Drag&Drop from Canvas, enable Drag&Drop on the Sprite.

    Pin each pair Canvas+Sprite together:

    On Start of Layout:

    For each Sprite

    ....Canvas overlapping Sprite: Canvas pin to Sprite

    That's it, you should now be able to drag & drop canvases.

  • You can save all arrays in one text file - one line per array.

    The arrays can be in JSON format or simply a list of values separated by comma or any other symbol.

    Use tokencount and tokenat expressions to parse the file, for example:

    tokenat(AJAX.lastdata, 0, newline) will give you the first line from the file.

    Or you can use CSV plugin:

  • Or pin your image to invisible draggable sprite.

    Or simple change the collision polygon on your sprite - make it smaller.