dop2000's Recent Forum Activity

  • Yes, it's possible. There are a few templates in Construct 3, just type "camera" in the search box on the start page.

  • If you have lots of NPCs but only one HUD can be on the screen at a time, then it's probably better to use one instance of HUD - spawn and destroy, or to keep it off-screen and re-show when needed.

    With not so many NPCs you can do what's easier for you, for example you may create a HUD for each instance, pin it and keep it invisible.

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  • There is a working dropbox link on the last page of that thread.

  • Some very cool additions today!

    link Air Hockey for two players in less than 20 events!

    link Rifle Scope demo - "undo" Blur or other effects with Drawing Canvas

    link Password lock

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  • Is this a SpriteFont object? Make sure you don't scale it.

    In Russian:

    Это спрайтфонт? Желательно не менять его масштаб, оставить на 100%. Кстати, в вк есть русскоязычная группа.

  • So you essentially want to create a split-screen?

    In C2 you could easily do this with Canvas or Paster plugin. C3 has DrawingCanvas, but it can only paste objects at the end of the tick. Which makes it impossible to move DrawingCanvas to a different area, paste objects there, and move back.

    Edit: Found a tutorial showing how to make a split screen, it moves all objects to canvas, instead of moving the canvas to object. May not work in some games, but it's still a great solution:

    construct.net/en/tutorials/split-screen-construct-addons-2252

  • Timelines are mostly used for scripted sequences, to make cut-scenes, intros etc.

    Pathfinding is completely different. It finds a path around obstacles, can be used in many top-down view games (RPG, RTS, racing), certain puzzles etc. It's often an important part of creating an enemy AI.

  • Yeah, you need to explain what "You.ObjectTypeName" means?

    If you want to create a random object from the Players family, just do "Create Players".

    If you need to create a player of a particular type, use "Create by name" action and make sure that You.ObjectTypeName variable contains the valid object name. Run the project in debug mode to check.

  • only the Fighter_Control created first is picked as the one colliding-- even if it is completely not in motion

    It doesn't matter which sprite is in motion. Collision event between two instances Obj and ObjFamily only triggers once.

    If you need to process pairs of fighters, to decide which one makes a punch and which one gets hit, update animations etc., use this code:

    The function will be triggered two times, for Fighter1+Fighter2, and Fighter2+Fighter1.

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    If you want to process each instance separately, don't use a family. "Obj on collision with Obj" will pick both instances, so inside this event you can do "For Each Obj" and it will loop two times.

  • I don't think such expression exists. You need to loop through all tiles and check if they are all empty. An empty tile has value -1

    Another method - if your tilemap is a fixed size, get Tilemap.TilesJSON of an empty tilemap, save it in a variable. And next time you need to check if the tilemap is empty, compare Tilemap.TilesJSON with that saved value.

  • dropbox.com/s/pzhuot5i7779tn8/DOW_FromInternet.c3p

    It's a Construct 3 project, you can open it in free version of C3. And then just copy everything to C2.

  • and what I want is that nobody can cheat with it.

    And that's why I gave you the URL to get the date/time information from the internet.

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dop2000

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