dop2000's Recent Forum Activity

  • Have you tried NWJS Write Binary File action?

  • This has never worked in C3. You need to save the image in png and then load it into the animation editor.

  • You'll have to disable it and use an event like this instead:

    On Every Tick
    Scroll To X:clamp(Player.x, -1000+ViewportWidth(0)/2, 3000-ViewportWidth(0)/2),
     Y:clamp(Player.Y, 0+ViewportHeight(0)/2, 1000-ViewportHeight(0)/2)
    

    Where the numbers are the virtual bounds of your level or map.

  • how I can set scrolling boundaries.

    It depends on how you do the scrolling. If you are changing scrollx/scrolly with events, you can simply add clamp:

    Set scroll X to clamp(scrollx, -1000, 3000)

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  • Touch On Touched Button1 picks one instance of this object. So inside this event any actions will be performed only on that one instance. If you need to make all other instances invisible, use "System Pick All" in a sub-event. And you don't need "For each" loop.

    System Pick All Button1 -> Button1 set invisible.

  • You can simply open the template in C3 editor and start learning it - browse through events, read comments, try changing something and see how it affects the game. All the images are also there in the template.

  • The expressions for elliptical movement are:

    X=startX + hRadius*cos(angle)

    Y=startY + vRadius*sin(angle)

    Here is a demo

    dropbox.com/s/0k6qu67mbew3l2t/EllipticalMovement.capx

  • Crop button on the toolbar. Click it and it will add 1px transparent border, which should remove the lines.

  • In Construct start page search for "Platformer" template.

    It has an example of WASD controls.

  • Images are pasted on Canvas at the end of the tick. So yes, you need to wait 0 before changing mesh points. Maybe you can use two canvases and alternate them?

  • It took me a while to understand your code. The Aim_Analog_Dev is moved with Bullet behavior and you are using lerp to return it back to the player. As a result, Bullet and lerp are "fighting" with each other, that's why you have the jitter.

    That's a weird method and I don't recommend using it.

    You can do the same easier with MoveTo behavior. Remove Bullet and events 334-337. Add MoveTo, you can experiment with speed and acceleration/deceleration values. 300 in the screenshot below is the max distance to the player.

  • Yes, exactly. Local variables exist only within the event or group and hold their value for one tick (unless you set them as Static). The biggest advantage is that they don't "contaminate" your list of global variables.

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dop2000

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