dop2000's Recent Forum Activity

  • Make a small sprite (say, 20x20 px) and stretch it on the layout. It will use very little memory.

    Note, that if your enemies all start moving from the same spot, you can't make them take different paths, because they share the same obstacle map. You can try finding path for one enemy, then randomizing the sprites, regenerate the map, then find path for the second enemy and so on.

  • I though about this recently and the idea I came up with was to place a few invisible sprites on the map in random locations, like this:

    Then add these sprites as obstacles with higher path cost. They will force the characters to look for an alternate path, but will not block it completely if there is no alternative.

  • Try adding "For each":

    Player On Timer "destroy"
    For each Player
    ...........Player Destroy
    
  • I am not sure how I helped, but you are welcome :)

  • It works fine for me, even without the "For each".

    dropbox.com/s/oqf4av4n7vjpkti/TweenInstances.c3p

  • You can add "For Each Sprite".

  • Here is an example of a scrolling list:

    howtoconstructdemos.com/scrolling-a-list-of-players-scores-images-etc-example-a-capx

    You can "erase" the top and bottom parts of the list using a mask sprite with a blend mode:

    editor.construct.net

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  • You can put two invisible sprites - one on the left and one on the right side of the screen.

    On touched LeftSprite 
    -> Snake set Angle of Motion to (Snake.Bullet.AngleOfMotion-90)
    
    On touched RightSprite 
    -> Snake set Angle of Motion to (Snake.Bullet.AngleOfMotion+90)
    
  • Of course yes.

    You need to investigate why your project is crashing and fix the problem. Check errors in browser console, try disabling big blogs of of code, until you find which event is causing the crash.

  • This is possible, but not a simple task. Maybe you can use a permutation table instead of the array? This will be much easier.

    If you need, for example, 20 non-repeating numbers in the (0-99) range, you can create a permutation table for 100 numbers and then pick the first 20 from it.

  • 1. Set initial data from dictionary.json file with AJAX

    2. Once there is some actual player data, set Local Storage item to the dictionary object .AsJson

    3. Turning game on again, check if that Local storage item exists, get it, use dictionary "Load from json string". If doesn't exist, go to 1.

    What you described is a good and effective solution.

    If you are extracting each value from the dictionary into a global variable, it may be easier and more convenient to use several dictionaries. For example, one for storing player progress (copy values to variables), and another one for storing game settings (use directly, without copying to variables).

  • Are there any effects, blend modes or layers with "Force own texture" enabled? Try disabling these and see if the performance improves.

    Using full-screen mask sprites is definitely not a good idea. You should break that dark mask into separate images. If there is no parallax between the light background and the dark foreground, you can use these 3 small sprites and merge the rest of the mask into the background image:

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dop2000

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