dop2000's Recent Forum Activity

  • You are right, there seems to be no direct way to load image to canvas. But you can use a sprite - load SavedImageURL string into the sprite. Then paste the sprite onto canvas. I tested this and it works.

  • I'm not sure I understand your question.

    Try to pick Dino instances that "move_out". And use Dino.PickedCount expression to check how many are picked.

  • If you open the plugin page, it's very well documented and there is a link to sample capx project. Also, check the discussion thread, this is a popular plugin and there may be lots of useful information in the comments.

  • Yes, you can add "DrawingCanvas Save Image" action, and then in "DrawingCanvas on saved image" event use DrawingCanvas.SavedImageURL expression - it will contain your image data. You can do whatever you want with this data - load to sprite, another canvas, save to local storage etc.

  • Yes, you can pass any number of parameters to functions, and access these parameters inside the function using Function.Param(0), Function.Param(1) etc..

    So in your case you can call function "AddAmmo" with parameter 6, and inside the function use "Add Function.Param(0) to ammo"

  • If you need to pull data from static tables, use these addons:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-csv-csv2array-csv2dicti-41868

    You can also exchange data with google spreadsheet:

    scirra.com/tutorials/9614/create-online-database-with-google-spreadsheet

  • You can try this - use an invisible sprite with platform behavior (lets call it PlayerBox) and remove platform behavior from the player. When player is on this slope (use Overlapping at offset to check this), set Player position to lerp(Player.X, PlayerBox.x, dt*10), lerp(Player.y, PlayerBox.y, dt*10) , this should smooth out the jitter.

    When player is not on the slope, simply set position to PlayerBox.x, PlayerBox.y

  • You can increase sensitivity, but it's not possible to decrease it with standard methods. Even if you replace the mouse cursor with slow-moving sprite, when the real mouse cursor hits the corner of the screen, Mouse.X and Mouse.Y coordinates will no longer change and your sprite will also stop.

    The only solution I believe is to use this (or a similar) addon:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-mouse-lock-v0-5-updated-77252

    It allows you to read "raw" values of mouse movement and you may be able to use them to move the sprite cursor.

  • You need to add "Pick all" into event 15. Because in the parent event you created a new dictionary instance, you can't pick any other instance in sub-events, unless you use "Pick all".

    Also, the IID in event 15 will now refer to the instance with UID=3. If you need IID of the newly created instance, save it to a local variable, or use (Dictionnaire.Count-1) instead.

  • Set 0 parallax and scale rate for "UI" layer. Or use ViewportLeft("UI")+50 and ViewportTop("UI")+50 in events 2 and 4.

  • Never ever use "Trigger once" condition when multiple instances are involved! It doesn't work per instance, as long as one enemy has state=1, this condition will not be triggered for other enemies. If I had to name one thing in Construct that causes most problems and bugs when used incorrectly, it would be "Trigger once" condition :)

    Instead, add more states, for example: got LoS, set state=1; started timer, set state=2; started burst, set state=3 etc.

    But personally I don't like state machine events that are running on every tick. I prefer to do this with functions and "For each" loops, you have a much better control over it:

    "For each" are important, because LoS and Timer may be triggered in one tick for multiple enemy instances.

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  • Like I said, using viewportRight/viewportBottom expressions fixes the issue.

    dropbox.com/s/zvvdc7dt5nxy7wf/ScrollRTS.c3p

    Только я не знаю, как они называются в русской версии :)

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dop2000

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