dop2000's Recent Forum Activity

  • There was such effect for C2, but download links are dead:

    construct.net/en/forum/extending-construct-2/effects-31/effect-barreldistort-98810

    newt, you commented in that post, do you still have the files? Should not be difficult to convert for C3.

  • You can use unixtime expression, it's the number of milliseconds since Jan 01 1970

    int(unixtime/1000) is the number of seconds.

    int(unixtime/60000) is the number of minutes and so on.

    If when user opens the app unixtime>(yesterdaysUnixtime+86400000), this means that more than 24 hours has passed.

  • if fGravity's water state is set to "active" then the error will commence.

    Then I think, the problem must be in some other event, where you are picking fGravity with "active" state and doing something with them.

    .

    Yeah, if you are filing a bug report, you need to attach a small project, not your full game.

  • You need a way to link flowers with pots. For example, create an instance variable "flowerUID" on Pot family. Set it to correct values for each pot.

    When Pot is clicked, pick Flower instance by unique ID = flowerUID, and then change its animation.

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  • Are you saying that if you disable this entire event, the problem goes away?

    Try to narrow it down even further - remove "Pick fWater" subevent, test, then remove "For each fGravity" line, test.. Maybe you could find the exact condition or expression that causes the game to freeze.

    Also, why are you setting waterUID to ""? If it's a numeric variable, it should not accept string.

  • Sorry, I may have misunderstood your question. See this new demo:

    dropbox.com/s/qmax8i9vg3y0uux/ColorOverlay2.c3p

    The color starts to change as player gets close enough to each color square. If you need to change the color constantly, calculating an average R+G+B color in any given position on the layout, this will require some more math...

  • If you look at my example, there is a disabled event 1, where I tried to fade from red to blue overlay. If you enable it, it happens pretty quickly immediately when you run the app.

    So the idea is when your character is getting close to some object (or starts overlapping it), to set target overlay color and then change R/G/B values of the layer over time to that color. As in my example, R is changing from 100 to 0, G stays 0, B changing from 0 to 100. You can use lerp, tween or any other method.

    There are probably other ways to do this. You can create several layers like that and change their opacity over time, making one visible and another invisible, or even mixing them together.

  • You can add "Wait 0 seconds" seconds before changing the variable.

    Another option you can try is to reverse the order of groups - put group Stage6 on top, then Stage5 and so on.

  • random(1,6) returns a number with decimal point, like 2.2947030939

    If you need an integer number use these expressions:

    int(random(1,7))

    or

    choose(1,2,3,4,5,6)

  • ColorText compare text = "some text"
     System compare two values ColorText.count=ColorText.pickedCount
    
  • Your events "On mouse clicked on ChoiceA" in all 6 groups are executed all at once, on one tick. Events are working from top to bottom, so after in Stage1 you incremented ChatStage variable, condition "ChatStage=2" in Stage2 group becomes true and is also executed, and so on.

  • not know how to add global variable or sprite or other in dictionary

    See event #3 on my screenshot how to add global variables to the dictionary.

    You can't add sprites, but you can add sprite instance variables the same way.

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