dop2000's Recent Forum Activity

  • Chroma72 I'm pretty sure that monitor refresh rate has nothing to do with it. It doesn't limit the framerate of your game. If all your other hardware is capable of running the game at 100 FPS, on a 60Hz monitor you will be able to see only 60 frames per second, but the game will still run at 100 FPS.

  • You can use Touch.SpeedAt, Touch.SpeedForID expressions to detect swipes, and Touch.AngleAt or Touch.AngleForID expressions to get swipe angle. Then use a condition like "Is between angles" or "Is within angle" to check if the swipe is closer to horizontal or vertical line.

    Another way is to save Touch.x,Touch.y on touch start in a pair of variables, and then on every tick compare the angle from touch start coordinates to current touch position.

  • You are doing "Guy spawn Guy". What you need is "Window6 spawn Guy".

    Also, a word of advice - use layer names instead of layer numbers. This way if you need to insert another layer at the bottom in the future, you'll not have to update layer numbers in many events.

  • For angles use anglelerp expression instead of lerp.

    anglelerp(firstAngle, secondAngle, dt*n)

  • TextInput has lots of problems and limitations. The best solution is to not use it:

    dropbox.com/s/wj1vpn641t7mjct/SpritefontWithBlinkingCursor.capx

    construct.net/en/tutorials/your-own-textbox-459

  • "Is on screen" condition picks instances. You can use it inside any triggered event (for example, Every X seconds, On button pressed etc.)

    And after "Is on screen" you can pick instances further to narrow down the picked scope. If you need a random instance you can do this:

    Every 5 seconds
     WindowSprite is on-screen
    	System pick random instance of WindowSprite
    	.......WindowSprite spawn object
    
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  • In properties on the GUI layer set "Scale rate=0" and "Parallax=0,0"

    It is recommended to use dt with lerp, instead of the fixed value. This way it will work correctly with different framerates. For example:

    lerp(first_value, second_value, dt*2)

  • I don't think it's possible.

    One workaround is to add another layer with all the necessary effects, make it global and add to all layouts. On start of the layout, move all objects from 'GameObject' to that new layer.

    Adding it to all 150 layouts will still take some time, and you might need to change events which are referencing 'GameObject' layer.

  • Only 3 things can cause this problem - check image orientation in the sprite, check "Set angle" parameter on Bullet behavior, and check the action in event sheet.

  • Did you rotate the image in Bullet sprite? Compare everything with my version.

  • I made a demo for another post where I used image points for detecting the exact point of collision:

    construct.net/en/forum/construct-2/how-do-i-18/spawn-particles-on-the-point-2-59886/page-3

  • It's hard to answer without seeing your code. But why do you have 8direction on the chain? If it's attached to the character, then you can just pin it, or position it to the character (with some offset) on every tick. This way when the character stops, the chain will also stop.

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dop2000

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