dop2000's Recent Forum Activity

  • This an ok way of doing it or a bit of a bodge job?

    No, it's not an ok way of doing it.. Add "System trigger once" condition to "Life<=0".

  • You can find my email in this post

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  • It would indeed work a lot better if people shift most of their votes to small/quick/easy things

    Many ideas with a large number of votes were posted a long time ago and may not be relevant any more. And most of the people who voted for them will never return there to change their votes.

    So while this voting system was working fine at the beginning, it's definitely not working now. Maybe you should reset all votes. Let people to decide and choose which of 700+ ideas they want to see implemented.

  • You can use "Save image" action, and when it's finished, DrawingCanvas.SavedImageURL expression. Save it to Local Storage the same way you did with canvas snapshot. (via AJAX and BinaryData).

    To load the back into the canvas, I believe you need to load into a temporary sprite and paste this sprite on the canvas.

  • Yeah, Tween behavior really lacks looping and reversing options. I posted this idea a long time ago:

    construct3.ideas.aha.io/ideas/C3-I-647

    You can simply run the second tween after a delay: Tween "increase_size", wait 0.2s, Stop Tween "increase_size", Tween "decrease_size"

    Or I often use this simple effect:

    On Clicked Button 
    	Button set scale to 1.05
    	Wait 0.1s
    	Button set scale to 1
    
  • I guess you can load them into Array object, sort it (there is an action "Sort"), and put back into JSON.

  • You can use prismatic joint, here is a demo:

    dropbox.com/s/dcpl20poe8u6iso/PhysicsAbacus.c3p

    Note that the block, base and pole objects are added to a container.

  • It's impossible to answer your question because there is a thousand different ways to make an inventory. You should read/watch a few tutorials and choose one that suits your game. If you still have questions after that, please post your project file.

  • Are you talking about a Tilemap object?

    You can set tilemap as solid and draw walls with it. Check out this demo:

    howtoconstructdemos.com/using-an-invisible-tilemap-as-an-obstacle-map-for-pathfinding-capx

  • I'm guessing when your player stops, sometimes it's not on the floor. That's why your 4th event is not working. Try changing it to "Platform NOT moving and Platform on the floor". Check that your walking and idle animations are looped.

    Also, this can happen when different frames in your character have different origin image point coordinates or different collision polygon shape. A common practice if to use an invisible box sprite with platform behavior, and pin your character sprite to it. Then you will not have such issues.

  • I think currently, the events will check one of the enemies variables, then apply the outcome to all enemies

    Jase00 No, I don't think so. The events on that screenshot should pick all instances with move="right", then all instance with move="left". So it's unlikely that "for each" will help. But the order of events and actions definitely needs fixing.

  • Ashley Can we have a setting on LOS behavior - "LOS to origin point" / "LOS to polygon"?

    This will ensure compatibility with old projects, but will also allow to use LOS to collision masks to those who need it.

    The symmetry is not an issue in my opinion, as in real life you may see someone's leg for example, but that person may not see you.

    a hairline edge of the player's shoulder being able to "see" a hairline edge of an enemy's shoulder counting as both objects having line-of-sight to each other.

    This is a valid point, but currently much more often we have a situation that objects are in clear view, but not in Line-of-Sight. Like here - two blue sprites have origin point at the bottom and therefore don't "see" each other:

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dop2000

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