That depends. If you're running your game as an Android app on Google TV, the remote will likely function as a standard gamepad.
If you want to use an IR remote on a PC, you'll need an IR receiver, a driver for it, and possibly a Construct addon.
"Is visible" condition should be above "Pick random". You want to first pick all visible instances, and then pick a random among them.
The problem is that objects are not destroyed instantly. So the loop can still pick the spawner instance which has been destroyed. A simple solution is to check another condition, say make destroyed spawners invisible and pick only among visible instances.
+Repeat NumberToGenerate times ++Spawner Is Visible ++Pick a Random Spawner Instance Spawner: Spawn EnemyBase Spawner: Set invisible Spawner: Destroy
Definitely use the hierarchy feature, remove all containers. You can create the entire menu on a different (unused) layout, add all objects to a hierarchy. Tick "create hierarchy" checkbox in "Create object" action. This will create the entire menu!
I'm not sure I understand. Do you want to re-color portions of the sprite in runtime?
We use ReplaceColor effect in our game and it works quite well.
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Because you are not picking an enemy instance. If you have multiple enemies, without picking, the distance() expression will only check one of them.
I suggest using Line Of Sight behavior instead - add it to Enemy sprite, set distance to 150px.
Enemy has LineOfSight to Player : Player subtract 1 HP
Also, if you have multiple enemies, disabling their event groups is not a good idea. It will obviously disable all enemies, not just one.
You can access the file in plain text using this link:
https://drive.google.com/uc?export=download&id=FILE_ID
However, you probably won't be able to request it with AJAX because of cross-domain restrictions. Ask ChatGPT about how to do this with Google Apps script instead, it's pretty good at that stuff.
Yeah, you can simply use a second sprite for shadow. Or paste the plane and other objects on a drawing canvas. And apply some effects to it - 0% brightness, blur etc.
Why is it not a good idea ? Im using js and html objects for things like drop down menus etc, ofc might impact performance if there is alot of html elements but i havent noticed yet.
I have a bias against using HTML objects since the days of Construct 2 - there were tons of issues with them back then. But I admit that almost all of those problems have been fixed now. Still, I remain a bit skeptical :)
CSS means using HTML object instead of Text, which is not a good choice in many games.
fanusgames Here is a demo:
dropbox.com/scl/fi/qne4sezq4tnml8vb2pbrw/TextAutoSize.c3p
Make sure the height of the text box is big enough to fit two lines of text at max size, otherwise TextHeight expression won't work.
It's a known issue, fonts are rendered differently on different devices.
Make sure the font is imported in the project.
Try different Vertical Alignment options.
Try a different font
If nothing else helps, use a SpriteFont.
howtoconstructdemos.com/easily-save-multiple-values-in-local-storage
Member since 26 May, 2016