dop2000's Recent Forum Activity

  • Your profile says you are here since 2011. You have over 2000 posts on this forum! Surely you should know how basic things work in Construct.

    If you add the same object to multiple layouts, it is shared by these layouts. And obviously the image will be the same.

    Lets say you have your character sprite. If you want it to be red on level 1, green on level 2 and yellow on level 3, you have several options:

    1. Create multiple animations in the sprite - "Red", "Green", "Yellow". Set different animation on start of each level.
    2. Clone the character sprite, you will have CharacterRed, CharacterGreen, CharacterYellow. Combine them all into a family.
    3. Change color with an effect like "Tint" or "ReplaceColor".
  • I am really confused. You are using Construct for 10 years, why are you asking this question?

    You don't know that if you put a sprite on two different layouts, the image will be the same in both layouts?

  • I am not sure what you mean by the default animator. Can you just try this code?

    The animation in the first instance will run its course and trigger "On frame changed" and "On animation finished" events. All other instances will be synced to that first one.

  • The best way is to use Timer behavior. You can also use Line of Sight to check if there is a target nearby.

    For example:

    Enemy On Created
     : Enemy Start Timer "fire" for 1s (regular)
    
    Enemy On Timer "fire" 
    Enemy Has LineOfSight to Player 
     : Enemy spawn Bullet
    
  • This is definitely a bug and you need to properly report it here:

    github.com/Scirra/Construct-3-bugs/issues

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  • If you change the image in a sprite, it will be changed in the entire project (obviously!)

    If you want different graphics in each level, you will have to add different objects for each level (sprites, tiledbackgrounds). Combine these objects into families to be able to use a single event sheet.

    Or maybe create a separate animations in sprites for each level. But if you have many levels and large images, these sprites will consume a lot of memory.

  • Are you using Construct 2? You can try MoveTo addon, create a system to move from one path node to another with MoveTo.

    In Construct 3 you can do this much easier, just use the action "Move along Pathfinding path".

  • NoSoul8 Technically, yes, the principle is similar. But of course you'll have to make some changes in the code.

    In the simplest scenario you can create square/rectangular scenes of the same size. And then generate your map by filling a grid (say, 5x4) with random scenes.

    However, completely random scenes may not work very well in a TDS game, for example you don't want a road in one scene to be blocked by a wall in an adjacent scene.

    So another fairly easy solution is to build several random scenes for each portion of the map:

    .

    I am planning to make another version of this Level Generator template for top-down view games - for generating dungeons, terrains, racing tracks. But I don't know when will I have time to do this..

  • As with any other assets, you need to check font license to see if you can use it in your game. I suggest Google Fonts, they are free:

    fonts.google.com

  • You can do this, all other instances will be synced to the first one:

  • I'm sure he does.

  • sTARKi It's a known problem. Until the plugin is updated you can still use it if you change Script Type to "Classic" in project properties.

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dop2000

Member since 26 May, 2016

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