dop2000's Recent Forum Activity

  • If the speed is changing, you need to increment the distance on every tick.

    On every tick: Add (dt*currentSpeed) to distance

  • Yes, of course you can make addons!

    construct.net/en/make-games/manuals/addon-sdk

    Also, you are posting in the wrong sub-forum, this one is about Construct 2

  • Duplicating 78 rather large images is definitely not a good idea.

    It can be done much easier and without any arrays:

    dropbox.com/s/gvjjh8y0lm60b6e/ABC%20ZOO.c3p

  • You've figured out everything correctly!

    I see it's using a "min(max" or "max(min" at the very start of each expression, but I'm not quite sure why that part is done...

    The second min and max is used to limit the values to layout size. It's not really needed in the demo since there is a solid war around the layout.

  • Use "Audio Play by name" action. And in Name put:

    choose("sound1", "sound2", "sound3", "sound4", "sound5")

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  • Probably not.

    You can try this addon:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-easystar-js-96215

    It works with Tilemap object, and as I understand, there size of tilemap is not limited by the layout size. There is a link to C3 version on the last page.

  • This will return a random integer number between 1 and 60:

    int(random(1,61))

    Note, that the second number is 61, not 60. Also, don't use round() expression with random, as it will produce uneven results.

  • From the documentation:

    So yeah, the obstacle map for pathfinding is limited by layout size.

  • When you add object instances to other layouts, their properties are copied from the first created instance.

    If you want to change the properties for all instances on all layouts, you can right-click the object on the right tab and choose "Select all in project"

  • You can do something like this:

    Mouse on Button clicked
    Create Menu at (Button.x, Button.y+100)
    

    If your menu is complex and consists of multiple objects, it may be easier to compose it manually on the layout (somewhere off-screen), and define hierarchy connections between all objects of the menu. Then when a button is clicked, set menu position to (Button.x, Button.y+100) and it will move there with all its child objects.

  • And how are we supposed to help you, if you didn't post your project file, or at least a screenshot of your events?

  • For "One shot" particles, you can move this particles object off the screen, or to another (empty and unused) layout. When the game is over, use "System create" to create this object in the desired position.

    For "Continuous" particles, you can place it correctly on the layout, and in "On start of layout" event add "Particles Set Not spraying" action. When needed, change to "Set spraying".

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dop2000

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