dop2000's Recent Forum Activity

  • Over the last month I have posted many of my demos to the forum, but it has become clear that I need a better method of indexing my ever growing list of Construct 2 & 3 examples.

    To that end, dazedangels and I created: HowToConstructDemos.com

    How To Construct Demos is an index for my current and future Construct 2 & 3 examples, tips&tricks and template games.

    You can easily search for examples to help solve a specific problem or scroll through the site for inspiration. All downloads are stored on DropBox and are updated as needed. There is a short preview for each demo.

    All the example demos and template games are free to download, but donations are welcome.

    Enjoy! :)

    Tagged:

  • You can save a table in Excel in CSV format - it's a plain text file, which is easy to read and parse in Construct. There is an addon for C3, but you can also simply use tokenat() expression to parse it.

    Exporting the data from Construct back to Excel is also easy:

    dropbox.com/s/l9h6wv3t4x9amhz/ExportToCSV.c3p

  • I can't help without seeing your project file or events screenshot.

  • Mikal Interesting! How does it work with multiple instances? For example if I have 3 green 'parent' sprites and 10 pink 'child' sprites - which children will be linked to which parents?

    Also, is it possible to choose which properties are copied from the parent object? For example, I want to copy position and angle, but not scale and opacity.

  • 10 Gb is insane! I don't think that fiddling with sprites (loading/unloading them) will make much difference.

    You definitely need to rethink how you manage animations in your game - significantly reduce their size, use fewer frames, break into modular sprites (see Spriter), use effects instead etc.

  • I believe any pending wait actions are cancelled when you change layouts.

  • Put all these sprites on the layout, and destroy them on start of the layout. They will be loaded into memory, and there will be no lag when you create them in runtime. (But there will be a bigger delay when the layout is loaded)

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  • You can easily prevent this - instead of "Pick nearest" sprite to touch position, use "System pick by overlapping point" event. Pick the Big sprite that's overlapping point Touch.XAt(loopindex, "HUD"), Touch.YAt(loopindex, "HUD").

    You may want to make the collision area of the Big sprite slightly larger than the image.

  • Sorry, I didn't try to understand your code, there's a lot of it.

    I have a simpler demo of twin-stick, take a look:

    dropbox.com/s/rrpxnmer3gwhl88/DoubleVirtualGamepad_v3.c3p

  • I surely hope so..

    I was also testing IAPs today, made a closed track release and registered a tester account, but still got charged real money. You never know with google :)

  • I have another question - what does a test Admob ad look like?

    I have enabled "Test mode" on the plugin, and the interstitial/rewarded ads are shown with a small "Test ad" caption on top. But otherwise they look very much like live ads! One was a playable game ad and when I clicked it, I was redirected to Google Play to that game listing. Another ad was for medical training courses..

    Should I be worried? I don't want to be banned by Admob for clicking on live ads.

  • Nah, all enemies should share the same obstacle map and you don't need to regenerate it for each new spawned enemy. So there is probably some other mistake in your code. It would help if you could share the entire project.

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dop2000

Member since 26 May, 2016

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