dop2000's Recent Forum Activity

  • The hierarchy of events is wrong. Look at my screenshot - events 9-12 are sub-events, they need to be located inside the event 8.

  • I don't recommend using TextInput object, there are too many problems with it. It's easy to make your own text input, see this demo:

    dropbox.com/s/wj1vpn641t7mjct/SpritefontWithBlinkingCursor.capx

    You can compare if variable t="knock" when Enter key is pressed, and then open the door.

  • c3p is a zip archive with assets and some json files. Quoting Ashley:

    Use "Save as project folder" menu option.

  • X2 and Y2 are current touch coordinates. X1 and Y1 are touch coordinates from the previous tick. You can save them in a pair of variables, or use helper sprites DOT1 and DOT2, like in that tutorial link I posted.

  • You can do this:

  • You can set the URL to audio file directly in "Video set source" action, without AJAX. It works for me. For example:

    Ogg Theora Source="https://file-examples.com/wp-content/uploads/2017/11/file_example_OOG_1MG.ogg"

    .

    Also, you can play audio files by names if you upload them into the folder with your game. You can do this after you exported you game, no need to include these files into the project.

  • capx file is basically a zip. If you rename it to .zip and open, you will see that there are two files for each event sheet, for example EventSheet1.xml and EventSheet1.uistate.xml

    "uistate" file contains the information about column widths, scroll position etc.

    I believe you can save two sets of these uistate files - one from desktop and one from laptop - and replace them before opening the project.

    You can save the project as a folder (not as a single capx file) and maybe create some script that will replace the files automatically for you. Just make sure to do frequent backups, because messing with xml files may potentially corrupt the project.

  • It sounds like your layers are set as global.

    construct.net/en/make-games/manuals/construct-3/project-primitives/layers

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  • To add to jobel's comment.. XanthorXIII, It depends on what you mean by "deactivate instances". You can make them invisible and disable collisions. But they can still interfere and mess with your events, for example when you use For Each loops, count the number of instances left etc. So the safest option is to destroy all instances that you don't need anymore.

    I don't know why do you need to read imageWidth/imageHeight properties for sprites that are not on the layout, but maybe you can do this in advance. For example, on the loading layout or your main menu screen - add sprites to that layout and save their image dimensions in global variables or an array.

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    I see how you guys can think 500 events is a lot (I honestly think it is not) but come on... 50 events is just too little.

    I agree with Kyatric - 50 events is more than enough for a free version. You can definitely prototype your games, test and try different game mechanics with this limitation. Which is the whole point of the free version.

    500 events is a lot! Take a look at game demos included with C3. Kiwi Story 232 events, Glokar 224 events, Pop Lab 257 events. And all of these are relatively big complete games!

  • Pretty much the same way as described in this tutorial:

    construct.net/en/tutorials/drawing-canvas-767

    Only instead of creating a Line sprite, you draw directly on canvas using "Line" action.

    You can also draw by creating sprites and pasting them on the canvas if you need a "fancy" line (multi-colored, blurred etc.)

  • Turned out bullet stepping is not triggered frequently enough for large objects. Also, you had a different sprite for collision detection, so it was useless anyway.

    I fixed your project, see this file:

    dropbox.com/s/uuf0b4vc8byrwbu/0Grav%203%201.1_dop.c3p

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dop2000

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