You can test with some dummy images, you don't need to export and edit real character images.
I found a few somewhat relevant plugins, don't know if any of them can actually help:
c2rexplugins.weebly.com/rex_sprite_animation_loader.html
c2rexplugins.weebly.com/rex_gifjs.html
scirra.com/store/construct2-plugins/mmpreloader-layout-preloader-3620
Bullet on collision with Enemy Enemy pick top instance Enemy subtract 1 from HP Bullet destroy
If you don't want to destroy the bullet, you can disable collisions for it.
If this doesn't work, please post your project of events screenshot.
Yes, please post a screenshot or a small demo project.
Have you tried to estimate the memory usage? So each character will have about 1000-2000 frames. Add 2000 images to a sprite, run the project, see how long does it takes to load the layout and how much memory it uses. I'm guessing you only need to display and load images for two characters at a time, so it may not be that bad. You'll need a separate sprite object for each character and create it on layout start.
Try "Scale outer" mode in project properties and set Unbounded scrolling=Yes for your layouts.
Use angle(mouse.x, mouse.y, object.x, object.y) and distance(mouse.x, mouse.y, object.x, object.y) expressions.
For example, you can try something like this:
Apply impulse clamp(200/distance(mouse.x, mouse.y, object.x, object.y), 1, 10)
It's very easy to distribute sprites using lerp expression. For example:
Card set X to lerp(50, 500, card.iid/(Card.count-1))
If you need to do this only for some sprite instances, say you need to re-arrange cards that belong to player 1:
Card compare instance variable player=1 local variable NumberOfCards Set NumberOfCards to Card.pickedCount System for each Card Card set X to lerp(50, 500, loopindex/(NumberOfCards-1))
The above will work better for a large number of cards. When there are only 1-3 cards left, they will be too far apart. If you need to keep cards together, say at fixed 80px distance from each other, you need to use some other method. For example:
Card set X to Card.iid*80 + (LayoutWidth/2-(Card.Count-1)*80/2)
For accessing data from google spreadsheet see this tutorial:
construct.net/en/tutorials/create-online-database-google-1373
Here is a demo on how to make a searchable list:
dropbox.com/s/9esvuvpfsnri46n/SearchableList.capx
Develop games in your browser. Powerful, performant & highly capable.
KiloTheNeko In your example the sprite will fade to invisible and then fade back in. I think what OP meant was how to transition/morph from one image to another.
I guess this can be done with two sprites - the main sprite and its clone. Clone sprite should be above the main one. Add Fade behavior to the clone sprite. In "MainSprite-On animation Frame Change" event start a quick fade out for the clone sprite. When fade out is finished, set animation frame for the clone sprite to MainSprite.animationFrame
Have you tried RawAxis? See my demo project from this post:
construct.net/en/forum/construct-2/bugs-21/gamepad-right-axis-not-131857
Yeah, with Local Storage you can't just experiment and see what's going on. You need to study the documentation and follow certain rules.
The first screenshot is fine, although there is an easier way to invert a boolean - Set b to (b=0)
The second screenshot is totally wrong. You can't use "get item" and access LocalStorage.ItemValue in the same event. You should not put local storage triggers as sub-events. "Item exist" and "Item missing" will not be triggered by themselves, you need to execute "Get item" or "Check if item exist" from some other event, for example on start of the layout.
Also, if you need to store multiple variables, it's much easier to put them into a dictionary and store the entire dictionary as one key. See these demo projects:
dropbox.com/s/1cz1k5x3teikbv5/DictionaryLocalStorage.capx
dropbox.com/s/f2d7lc8o4zajgeg/LocalStorageDemo.capx
Member since 26 May, 2016