dop2000's Forum Posts

  • Here is a similar demo, maybe you could use it:

    howtoconstructdemos.com/floating-thumbstick-capx

  • This is the correct syntax:

    runtime.callFunction("prova");
    
  • Well, maybe that is the bullet you see.

    A common solution is to create a separate unused layout as a repository for sprites, and move that bullet instance there.

  • Maybe you also left a bullet instance just outside of the layout in the editor.

    Run the project in debug mode (Shift+F4) and check all bullet instances.

  • I don't see any problems with events on the screenshot.

    Does the bullet reappear from another side of the screen? You didn't add Wrap behavior to it by any chance?

    If you can't figure it out, please post your project file.

    And a unrelated problem I'm having the editor asks me if I want to create a true?false hiarchy (in several other instances as well) when I don't put in or ask for that option.

    I don't know what you mean by this. Can you make a screenshot when this happens?

  • Here is an example:

  • The link you posted will only work on your computer.

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  • There are many ways to do this.

    The easiest is with Bullet and Timer behaviors. Enable the Bullet behavior on startup with angle of motion set to 270 degrees. When the pillar is hit, change the angle of motion to 90 and start a timer. On timer event change the angle of motion back to 270 degrees.

  • Is it one tilemap object or four different ones?

    If four different, you will have to make templates with the same name for every tilemap object. For example "boss_room" template for TilemapGrass, TilemapFire, FilemapWater, TilemapPoison. Then you can spawn a tilemap object by name.

    If it's a single tilemap with 4 tilesets in it, maybe you can place these tilesets at regular intervals (say every 50 tiles). Then after adding a room, loop through all tiles and update them.

    For example, if it's tile number 23 and you want it to be from the second tileset, you change it to 23+50.

  • The biggest problem in my opinion is that global variables slow down your work, because they "contaminate" dropdown lists. When you type anything in the expression editor, the list of objects and expressions also contain all your global variables. The more variables you have, the more difficult it becomes to find anything there unless you remember the exact name.

    In my projects I prefer to add invisible global sprites and move most global variable to these sprites (as instance variables). So, for example, all variables related to battle mechanics are in the "Battle" sprite. All variables related to farming in "Farming" sprite and so on.

  • I like the TiledBG method, and it also supports tile randomization now, so you can make your grass look random.

  • There is no push method, but you can increase array size and use setAt()

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/plugin-interfaces/array

  • You can use "For Each" loop to process all object instances, for example:

    For Each Sprite -> Sprite set Z Elevation to loopindex*10

    It's even possible without a loop:

    Sprite set Z Elevation to Self.zsort*10

    Where zsort is an instance variable on the sprite.

  • It's not supported. Frankly, during all my years working in Construct I never needed to create layers in runtime. Well, maybe once. But you can always create a bunch of spare layers in the editor and use them. Say, create 20 layers, name them L0, L1 etc.. And you can reference them by name - "L"&index

    But if you think you need this feature, you can vote for it here:

    construct23.ideas.aha.io/ideas/C23-I-72

  • Yeah, rgbex() takes values from 0 to 100

    rgbex255() takes value from 0 to 255