dop2000's Recent Forum Activity

  • Sorry, I don't understand what issue with outline2 do you mean. Please see this file, both outlines work and I added an event to disable dragging with right mouse button:

    dropbox.com/s/ls9yx2fi43f4ig0/ONE%20Selection%20ONLY%20Tests%20-%20v1.c3p

  • Why do you have "Trigger once" in these events?

    If all these objects always exist in pairs, you need to add them into a container. This way there will be no need for an id variable, instances in each pair will be logically linked together. You can simply do "if LeftSide animation N is playing -> RightSide set animation N". Or even "RightSide set animation to LeftSide.AnimationName"

  • I don't have an answer for you, but I would advise to temporarily close or pause appstore listing until you fix the bug.

    Then continue disabling and removing big parts of your project and see if it stops crashing, even if the game is not playable - remove saving/loading, effects, disable entire event sheets and groups etc. Once it stops crashing, try to narrow it down to a specific event or plugin.

    You can probably run the app in xcode simulator and get some logs which may help to find the problem:

    forums.coronalabs.com/topic/71294-how-to-see-xcode-simulator-log

  • Set Canvas size to 1x1 pixel, on click/tap position canvas to that point. Then use "Canvas paste object" or "Canvas paste layer", depending on your needs.

    After that you will be able to get rgb values from Canvas expressions: Canvas.redAt(0,0), Canvas.greenAt(0,0), Canvas.blueAt(0,0)

  • I believe if you have several conditions in one event and the first condition is false, others are not evaluated. (Unless it's an OR-block)

    But if you have several conditions in one expression, for example Enemy.Type="zombie" & Function.Call("GetEnemyHealth")>0 , the function will still be called and evaluated even if the enemy is not zombie.

  • Since it's in AVD, you should be able to see if there are any errors in Logcat.

  • You need Canvas plugin - put a small Canvas object under the mouse cursor, paste all layers onto it, then you will be able to read pixel color from the canvas. You can probably do this easier with Javascript, but I can't help you with this.

    construct.net/en/forum/extending-construct-2/addons-29/plugin-canvas-41782

  • It's actually quite useful sometimes that the function doesn't pick the same scope of instances. Imagine when one Text instance is clicked you want to make it larger and all other Text instances smaller. You can do this:

    On Text clicked 
    	-> Call Function "MakeTextSmall"
    	-> Text set font size to 20
    
    Function "MakeTextSmall"
    	-> Text set font size to 12
    
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  • If you need to pick the same object instance in the function, you need to pass instance UID (or some other identifier) in function parameters:

  • If you need to use pathfinding with tilemap (or basically if your game is grid-based) I strongly recommend this addon instead:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-easystar-js-pathfindi-96215

    It works much faster and has lots of very handy features. It also has PathCost expression which returns the total path cost.

  • If you have many instances of this object it may be handy to create a family with this object. Then you can refer to two different instances in the same event like this:

    Object on collision with ObjectFamily
    	... angle (Object.x, Object.y, ObjectFamily.x, ObjectFamily.y)
    
  • What do you mean by window frame and why do you need it below the map?

    You can still add levels below or above the map with scale rate and parallax set to 100 and you'll be able to zoom/scroll them. Put all UI controls on the HUD layer above everything else.

    (And, like I said in my previous comment, you can remove the mask layer, it's not really needed)

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dop2000

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