dop2000's Recent Forum Activity

  • How do you know that previous timers stop? Did you check them in Debug Mode?

    I'm guessing the timers keep running, but "On timer" is not triggered for them. If you need to use "On timer" like this, you have to put it into "For each" loop:

    For each Object
    	Object On Timer "Name"&Object.var
    

    This is not a very good usage of the timer, because you need to run this loop on every tick, but it should work.

  • but every time I change the instance variables to start a new set of objects with different a timer setup, the previous set of timers stops.

    You mean you create a few new instances, start timers for them, but this stops the running timers on previously created instances?

    This should not happen. You are probably not picking the right objects in your loop. Can you post a screenshot of your events, or project file?

    .

    Also, this event will not work:

    OBJECT On timer "Name"&ObjectInstanceVariableName Actions

    "On timer" events need to be hardcoded. Or you need to check them in a "For each" loop on every tick.

  • The original tutorial recommends creating a transparent playerBox to handle collisions.

    It's still a preferred method. You can position Player sprite to playerBox on every tick, or pin it once on start of the layout. The only problem with Pin is that it updates player position at the end of the tick. So, for example, if you are using image points on Player sprite to spawn bullets or to attach weapons, with Pin there may be a small lagging effect.

    an issue where the enemies don't collide properly with the edge barrier and end up falling to the bottom of the screen

    This may happen if the enemy's collision polygon is not symmetrical (relatively to its Origin point), or if it has animation playing with different collision polygons. What happens in this case is the enemy collides with the barrier, turns, collides again and turns again.

    See this file demonstrating the issue:

    dropbox.com/s/ac9suehzb8pcowy/PlatformEnemies.c3p

  • If your current export is, say, 100MB, it will only significantly grow in size if you add more assets to the project - images, sounds, big files. Other things like the amount of code, plugins used etc. are negligible.

  • You may have a wrong version of plugin installed. Try plugins from this file (uninstall previous version first!)

    dropbox.com/s/mca7fkjbxqs8vkw/litetween_C3.zip

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  • It's easier to use BBBox** expressions.

    dropbox.com/s/cxojv9oqh15f870/Dragging%20Precise%20Collision2.c3p

  • I tried that C2 Barrel effect, and it basically works like Bulge - distorts on both X and Y axes.

  • Rotation expression starts at 0 even when you set offset angle to 200. So you can use it like this:

    Variable counter= -1
    
    Compare two values: Sprite.Orbit.Rotation<5
    Trigger once
    	Add 1 to counter
    

    Nepeo , An integer OrbitCount will have a limited usage. I think an expression like DistanceTravelledInDegrees will be more handy. So, for example, if you need to stop after 1.5 rotations, you can do DistanceTravelledInDegrees>=540

  • 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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dop2000

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