mekonbekon's Recent Forum Activity

  • How about this?:

    https://www.dropbox.com/s/hrr7lggb5b3sh ... .capx?dl=0

    It doesn't use any tweens, just checks the relative distance between the input and the spawn point.

  • Would this work for you?:

    https://www.dropbox.com/s/3hlbjvvzpl9kn ... .capx?dl=0

    No need for a spawner, everything works off the block behaviours. I've also included a check to move the avatar out of the block if it resolidifies whilst they're overlapping.

  • You've also got an FPS value in debug.

    If your fps is low but CPU is also low, then it's a good indication that the GPU is killing your framerate.

    Also, rather than testing in debug, stick a text object in the layout displaying (FPS&", "&cpuutilisation) and run normally - should give a more accurate performance reading than debug

  • I'm guessing you could test this quite easily by setting up two projects with the different settings and check in the debug mode.

  • TodaysTuts

    You can also shuffle using a single array for everything in one event (although I appreciate there are many situations where keeping a sorted array is necessary):

    https://www.dropbox.com/s/thbz3x5ze4lhy ... .capx?dl=0

  • I'm guessing you have the scroll to behaviour on the avatar or on an object tied to the player's position?

    If so, the simplest way would be to disable the scroll-to behaviour on the avatar/camera once the avatar passes into the boss area.

    Another way, if you're using a camera object, would be to disassociate the camera from the player on reaching the boss area and move it the centre of the area.

  • This tool gets you close, if you choose CSV to JSON array in step 5:

    http://www.convertcsv.com/csv-to-json.htm

    Annoyingly it doesn't add sets of brackets around each y value, but on the plus side you can add double quotes in step 3, if you're using strings.

    You might be able to use the custom options in step 4 to get exactly what you need, haven't tried it out yet.

  • For a 3D array you want your JSON in this format:

    {

    "c2array":true,

    "size":[2,3,4],

    "data":[ [ [0,1,2,3], [4,5,6,7], [8,9,10,11] ],

    [

    [12,13,14,15], [16,17,18,19 ], [20,21,22,23] ]

    ]

    }

    For 2D like this:

    {

    "c2array":true,

    "size":[2,3,1],

    "data":[ [ [0], [1], [2] ],

    [

    [3], [4], [5] ]

    ]

    }

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  • I would be wary of using the "Else" condition when selecting groups of objects - instead use the inverse condition. Typically Else should be reserved for System conditions; you can get away with it when you're dealing with a single unique object but it becomes problematic when you have multiples instances of the same object. e.g.:

    If enemies.value = 1 do A

    Else do B

    In this situation if any one enemy has a value of 1 then A will be triggered for that picked group of enemies but B will not triggered at all, so any enemies with a value of not 1 will not react. The only time B is triggered is if NO enemies have a value of 1

    If enemies.value = 1 do A

    If enemies.value !=1 do B

    In this situation A will be triggered for enemies with a value of 1 and B will be triggered for enemies with any other value.

  • Easiest way is to use a 3rd party tool like GIMP, Photoshop or any other graphics editor that allows you to import multiple images into a single file or copy and paste from from one open file to another, stitch together and export as a png.

  • Another way would be to scale the layer that the tilemap is on.

  • Already done

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mekonbekon

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