dop2000's Recent Forum Activity

  • I would probably use a timeline for this. When the character collides with the vine, disable Platform behavior, start the timeline. You will need to move the character above/below the vine on z-axis during the playback.

  • rockpapershotgun.com/moonstone-islands-farming-doesnt-quite-gel-with-its-ghibli-esque-poke-like-battles

    Thanks! Seems like the author is not very familiar with the game yet, this explains some points of criticism in the article.

    For example, you can ask spirits not to follow you. You can receive a Spirit Barn quite early in the game by completing professor's quests. Spawn rate for spirits can be reduced in game settings.

  • If you need this to save/restore sprites on the layout, you can use Family.AsJSON expression. It will save all object properties, including the values of all instance variables. However, there will be unique codes instead of variable names.

    Or you can retrieve all instance variables with this script:

    const o = runtime.objects.Family.getFirstInstance();
    
    for (var key in o.instVars) {
     console.log(key + ": " + o.instVars[key]);
    }
    
    
  • In Construct all events are executed one by one at the start of the tick. Wait 0 allow to delay the action until the end of the current tick.

    Another option would be putting that event at the very bottom of the event sheet. But when you have lots of interlinked event sheets, it may be tricky to figure out in what order they are executed.

  • You can get platform speed using Sprite.Platform.vectorX and Sprite.Platform.vectorY expressions.

    Save these values in a pair of instance variables at the end of every tick:

    + System: Every tick
    --> System: Wait 0 seconds
    --> Player: Set speedX to Player.Platform.VectorX
    
    + Player: On collision with Wall
    --> TextSpeed: Set text to "Collision speed:" & Player.speedX
    
    
  • I don't think it's possible to do without a loop.

    You can add sheep value to the field value as sheep enter the field with "On collision" event. But if they are already there, this won't work, you'll still need for-each loop.

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  • This is clearly an oversight on Ashley's part. Please report or post a suggestion. A desktop export with browser keyboard limitations is pretty meaningless.

  • I think these issues need to be reported as bugs:

    github.com/Scirra/Construct-bugs/issues

    WebView2 is a desktop export, it is not supposed to have such limitations.

  • Try installing different addon versions.

    dropbox.com/s/mca7fkjbxqs8vkw/litetween_C3.zip

    If this doesn't help, press F12 and check error messages in the console log.

  • I think the correct formulas for opposite direction are these:

    Self.X - round(cos(Samurai.AngleOfMovement) * TileSize)

    Self.Y - round(sin(Samurai.AngleOfMovement) * TileSize)

    You can also use another variable - OppositeAngle.

    Set OppositeAngle to (Samurai.AngleOfMovement=0 ? 180 : Samurai.AngleOfMovement=90 ? 270 : Samurai.AngleOfMovement=180 ? 0 : 90)
    

    OppositeAngle will contain the angle opposite to the AngleOfMovement

  • What about using a bunch of replaces?

    replace(replace(replace(text, ",", ""), ".", ""), "?", "") etc.

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dop2000

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