dop2000's Recent Forum Activity

  • This is a very basic and easy task, have you tried studying any examples or tutorials?

  • What exactly do you need help with - displaying the armor sprite on top of the character sprite? Or with HP and damage calculations?

  • I do however agree that Construct shouldn't save all that extra data to the project. I think that is an oversight, and at that point the data should be truncated, much like nobody expects undo to still be there after opening a project, in order to save memory.

    Ashley This sounds like a reasonable solution, thanks.

    My only concern is that some people may temporarily shrink tilemaps while working on them. For example, if a map consists of three layered tilemaps, they might shrink the top two while editing the bottom one. If the project is saved in that state, any data in the shrunken tilemaps would be permanently lost.

  • I also have a PointValues array object - but have no idea how to populate it with data - unable to figure out how to insert data into the array object.

    Use "PointValues Load" action.

    -> PointValues: Load from JSON string AJAX.LastData

  • Look at the PointValues object in your project - what is its type, what icon does it have?

    I'm almost certain that your PointValues object is JSON, which is wrong. You need to delete it and add a new Array object instead.

  • set PointsValue json from parse AJAX.LastData

    Consol log PointValues.Get(".Value1")) - returns value of 0 - which is incorrect.

    Looks like your PointsValue object is a JSON object. It needs to be an Array object.

    You use "Array Load" (not "Parse") action to load the data, and Array.At() expression (not Array.Get()) to access it.

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  • See the official "Blend modes" example. You need to place both objects on the same layer and enable own textures on the layer. The blend mode should be applied to the top object. For example, you can bring the 9patch to front and set its blend mode to Source Atop.

  • Check the collision polygon, if it has some weird shape, this can cause the bullet to collide again after bouncing.

    If your bullet is animated, make sure the collision masks and origin image points are the same in all frames.

  • Seems like there's a limit of 4 controllers in Chrome. But in Firefox you may be able to use more.

    stackoverflow.com/questions/41251051/is-the-html5-gamepad-api-limited-to-only-4-controllers

    issues.chromium.org/issues/40275102

  • It's very hard to understand you. I suggest you explain the problem to ChatGPT in your own language, and then ask it to create a post for you in English.

    I don't know if this is what you are asking, but here is an example with 3 separate inventories:

    dropbox.com/scl/fi/tp4axxojcnphwad3dyu7p/MultipleInventories.c3p

  • I'm curious, does it also apply to C2 tilemaps? We still have on-going projects developed on C2

    Yes, the same thing happens in C2. I’m guessing there’s no strict memory limit there, so you’re probably fine.

    Although, the tile data format in C2 is different - each tile is stored separately. For example: "5,5,5,5,5,5,5,..." instead of "100x5".

    If you have tilemaps with millions of tiles, your project files can get huge.

  • By the way, I’ve noticed this issue in many official examples.

    The worst is the Avalanche game: a few tiny tilemaps are already using around 200 MB of memory. Once you start bucket-filling them with snow tiles (which people can absolutely do), memory usage quickly jumps past 1 GB. Add a few more levels, and the editor will crash.

    "tilemapData": {
    "width": 8,
    "height": 6,
    "max-width": 299,
    "max-height": 3891,
    

    Each tilemap is over a million tiles!

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dop2000

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