dop2000's Recent Forum Activity

  • Interesting.. I'm sure I got the idea that interstitial ads need to be re-created from someone else's demo. Have you tried with rewarded ads?

    I agree, the documentation for MobileAdvert lacks this information and we need a good tutorial/template.

  • Add these conditions to event #3:

  • It's not an easy task. Here is my version:

    dropbox.com/s/6qj1xy3l8c809sz/HightlightSameLetters.c3p

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  • The common practice is to store such objects on a separate unused layout, as LaurenceBedford suggested. They don't need to be on a global layer though. If you add a global layer with all these objects to your main game layout, you will end up with the same mess you have on your screenshot. So the idea is that you create such objects (like explosions etc.) only when needed and keep your layout nice and tidy.

  • Yes, in Construct 2.

  • You can't rotate the canvas. The link I posted is a suggestion to add rotation to the canvas, you can vote for it and hopefully some day Ashley will add it..

    There is no Paster for C3, unfortunately.

  • It depends on how you create these instances. Do you place them on the layout in pairs in the editor? Or do you create them in runtime?

    EDIT: here is a demo:

    dropbox.com/s/pigyy4g5kgb67kq/PairInstances.capx

  • If you don't need to scroll horizontally, then simply don't do it. Remove all those actions and set the Y scroll only:

    Set scroll Y: clamp(Player.Y, RectangleFocusArea.BBoxTop+ViewportHeight("Player")/2, RectangleFocusArea.BBoxBottom-ViewportHeight("Player")/2)

  • No, this is not right. There is no such thing as "family UID". All instances are in the family, and each instance has different own UID.

    You can assign the same unique identifier to both instances, which you will need to generate and make sure it's unique.

    But I think the easier solution is to declare one instance "parent" and another "child" and link the child to the parent using ParentUID.

    If ParentUID=0, then this is a parent instance. If ParentUID>0, this is a child instance and you can easily find its parent.

  • The sprite is defined on another "storage" layout.

    I create it in runtime, replace an image in one of the frames. Then destroy, unload from memory, wait, create again. And yet the replaced image is still there..

    To store an image with BinaryData I will need to paste it to DrawingCanvas first, right? This will be a really complex solution, since I have lots of sprites with many frames each.

  • You can pick only instances on a selected layer, and move them to top/bottom of the layer depending on the value in the instance variable. If you don't have too many objects and not doing it too often, I think it should be ok performance wise..

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dop2000

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