dop2000's Forum Posts

  • There are a couple of examples in C3:

    https://editor.construct.net/#open=instant-hit-laser
    https://editor.construct.net/#open=raycast-reflections
    
  • I really doubt that it's possible.

    Maybe you can use some effect on the layer, like "Pixellate"?

  • I am not sure I understand your question, but what you are probably looking for is hierarchy feature.

    construct.net/en/blogs/construct-official-blog-1/lets-talk-scene-graph-1569

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  • I don't have a switch controller. Have you tried "On any button pressed" event or Gamepad.lastButton(0) expression? Maybe the switch controller sends different button codes.

    Also you should try if your gamepad works in Construct 3.

  • There are websites where you can test your gamepad in the browser:

    gamepad-tester.com

    greggman.github.io/html5-gamepad-test

    If they don't detect D-pad, then it's probably an issue with the drivers, not with Construct.

  • Here is a demo from my other template:

    dropbox.com/s/jwrj18ew5qdauxk/RandomLevelGenTD_demoC.c3p

    It's for top-down games, but it does exactly what you are asking - you can put several placeholder sprites on the layout, and at runtime they will be replaced with random rooms/walls/scenes.

  • Try googling this error - originator doesn't have entitlement

    There are plenty of links with different solutions.

  • Use two nested loops:

    For "x" from 0 to 100
    For "y" from 0 to 50
     Set Tile (loopindex("x"), loopindex("y")) to random(.... 
    

    Bonus question: is it possible to also randomize the rotation and mirror for tiles?

    Yes, you'll have to use a temporary variable, something like this:

    Set r to int(random(8))
    
    Compare r=1 : set tile state to "flipped horizontal"
    Compare r=2 : set tile state to "flipped vertical"
    Compare r=3 : set tile state to "rotated 90 degrees"
    ....
    Compare r=7 : set tile state to "rotated 270, flipped vertical"
    
  • The easiest way is to create a sprite, then in a loop move it to a random position and check if it's overlapping the tilemap. Once you found a position where it's not overlapping the tilemap - stop the loop.

  • You might need to store all this information in some data object - an array or JSON file. It may be a simple table, say the first column contains fish name, second column contain odds of it to be caught in a lake and so on.

    The odds should probably be cumulative. For example, the base odds of catching fish X in lake Y is 20%. Certain baits can increase or reduce these odds.

    After you calculate the odds for each fish type for the current conditions, you can create a probability table with Advanced Random plugin, and pick a random fish from that table.

  • Try answers from this post:

    stackoverflow.com/questions/11715646/scroll-automatically-to-the-bottom-of-the-page

    Adding these style attributes seems to work:

    display: flex; 
    flex-direction: column-reverse;
    overflow-y: scroll;
    
  • It is not possible to change layout size in runtime.

    You can enable unbounded scrolling in layout properties. Then you don't have to worry about the layout size (it can even be 1x1 pixels), the balloon will still go up. But its Y coordinate will be negative values.

  • Auto-save feature saves the project as a single c3p file. Maybe Construct needs to rebuild the file structure or something to save as a folder after that. You can test this by manually saving as c3p and then as a folder.

    Although I'm not sure if auto-save causes this issue in my case. Because the project size is almost 1GB, I don't want to autosave it. So when the autosave prompt pops up, I always cancel it. Next time I work on that project I'll try to manually save it immediately after that prompt.

  • Is it every time for you though Dop?

    No, you are right, it doesn't happen every time. I don't really know what causes the slow saving, but it seems to happen more often after I make changes to sprites or other graphics.

  • It's odd, because if I do set Vector X to 1000000 or -1000000 the player does move further than say setting it to 100000 or -100000

    Maybe you've set a very high deceleration value? I just tested and couldn't see any difference between vectors 400, 10000 and 10000000. (character max speed=300, deceleration=1000)