dop2000's Recent Forum Activity

  • In C2 you can make a similar chain with Pin behavior.

    dropbox.com/scl/fi/4o8syo1lzrehoefq46ocs/PinChain3.c3p

    It's a popular question - search the forum, there should be more examples.

  • This is C3 forum. You should've mentioned that you use Construct 2. I spent time making that demo..

  • You can try Follow behavior:

    dropbox.com/scl/fi/7cg90t64mgbzicjcr6ost/FollowSnake.c3p

  • Can you use a SpriteFont? It would be the easiest solution.

    construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038

    Another option is effects, but they don't always work well with text objects.

    construct.net/en/make-games/addons/449/better-outline

  • could it be a construct update?

    This is easy to test - open the project in previous versions of Construct.

  • Invisible turrets should definitely fire. Pin also should work, or you can use hierarchy instead. Are you pinning visible sprites to turrets, or the other way around?

    Anyway, you are probably doing something wrong. Consider posting your project file.

  • Make turrets invisible. Put visible animated sprite on top of them and rotate it with events, or change its animation depending on the turret angle.

  • Paste this into your event sheet:

    {"is-c3-clipboard-data":true,"type":"events","items":[{"eventType":"block","conditions":[{"id":"is-button-down","objectClass":"Gamepad","parameters":{"gamepad":"0","button":"d-pad-left"}}],"actions":[{"id":"simulate-control","objectClass":"Player","behaviorType":"Platform","parameters":{"control":"left"}}],"children":[{"eventType":"block","conditions":[{"id":"is-button-down","objectClass":"Gamepad","parameters":{"gamepad":"0","button":"button-x"}}],"actions":[{"id":"set-animation","objectClass":"Player","parameters":{"animation":"\"Run\"","from":"current-frame"}}]},{"eventType":"block","conditions":[{"id":"else","objectClass":"System"}],"actions":[{"id":"set-animation","objectClass":"Player","parameters":{"animation":"\"Cwalk\"","from":"current-frame"}}]}]},{"eventType":"block","conditions":[{"id":"is-button-down","objectClass":"Gamepad","parameters":{"gamepad":"0","button":"d-pad-right"}}],"actions":[{"id":"simulate-control","objectClass":"Player","behaviorType":"Platform","parameters":{"control":"right"}}],"children":[{"eventType":"block","conditions":[{"id":"is-button-down","objectClass":"Gamepad","parameters":{"gamepad":"0","button":"button-x"}}],"actions":[{"id":"set-animation","objectClass":"Player","parameters":{"animation":"\"Run\"","from":"current-frame"}}]},{"eventType":"block","conditions":[{"id":"else","objectClass":"System"}],"actions":[{"id":"set-animation","objectClass":"Player","parameters":{"animation":"\"Cwalk\"","from":"current-frame"}}]}]}]}
    
    
  • What you’ve described can easily be done with global variables — nothing scary like arrays or JSONs is needed.

    Just store the collected resources in a couple of variables, like collectedGreenEnergy and collectedFossilFuels.

    When the player returns to town, subtract the required amount of energy from those variables and increase the pollutionLevel variable.

  • Your events 27-30 are constantly changing the animation between Cwalk and Run.

    Here is how you can fix it:

    And do the same for D-pad left events.

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  • you could have an event like, "Player on collision with ground, Play Playlist 1" or whatever.

    Just put all music tracks into an array and play them one by one, or randomly.

  • I'm not sure what's going on in your project.

    Here is an updated version. It would be easier if you had a paid subscription and could use families.

    dropbox.com/scl/fi/ab0ujefk2oqnuvh87tmnh/DragDrop_pots.c3p

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dop2000

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