dop2000's Forum Posts

  • Can you dig in rectangular blocks? This way you could use a tilemap with large tiles, which will not have performance issues. Check out this example:

    dropbox.com/s/8zap7yuhwdb0pcb/Farming_TileSet.capx

    It's for top-down view game, but you can use the same method for platformer ground. Left-click to dig, or press R to randomly change all tiles.

  • You need to give more details about your game. Is this a platformer? What do you do with the tunnel?

    The example I gave you is for a fully destructible terrain. If you need to dig in blocks or in a straight line, there may be other and easier options.

  • You don't need to close the file. You can destroy JSON if you want, but it's not necessary either.

  • A large tilemap with 1x1 px tile size will be bad for performance.

  • It's possible to do this with a tilemap, but this method will only work with small levels. Here is an example:

    howtoconstructdemos.com/create-a-destructible-terrain-as-in-scorched-earth-with-a-tilemap-capx

    You can use the same tilemap as a mask for your ground sprite. Check out the official "Blend modes" template in C3

  • JSON.Parse, then set a variable t to JSON.Get("datetime")

    Then you can extract year, month and date from t using left() and mid() expressions.

    For example:

    Set year to int(left(t, 4))

  • MovementX expression only works with mouse pointer lock (useful in 3D games).

    What you need here is save click position in a variable

    | Global number clickedX‎ = 0
    + Mouse: On Left button Clicked
    -> System: Create object Sprite on layer 0 at (Mouse.X, Mouse.Y), create hierarchy: False
    -> System: Set clickedX to Mouse.X
    
    + Mouse: Left button is down
    + Sprite: Sprite = 0
    -> Sprite: Set width to Mouse.X-clickedX
    

    If your game is grid-based, I suggest using a tilemap instead, and draw walls on the tilemap.

  • "Else" event will not work correctly with multiple enemies. Instead of Else use "Enemy has NO LOS to player" condition.

  • I think the problem is with "Wait 2 seconds" action. You should never use Wait in events which run on every tick. This creates hundreds of delayed threads for each enemy. And even if this enemy gets LOS to the player, those delayed threads continue firing..

    Add a "state" instance variable to enemies and use Timer behavior instead of the wait.

    When enemy is in "chase" state and no longer has LOS to the player, switch to "patrol" state and start a timer for 2s. In the timer event find a path to last known location.

    When enemy is in "patrol" state and gets LOS, stop the timer and switch to "chase" state.

  • You can't overwrite project file. What you can do is save this data in Local Storage.

  • Are you using C3 build service?

    Export to Cordova first, extract Images folder, compress the files, then update them in the zip. Then load this zip into the Export Manager and continue building the aab.

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  • You can try sending your project to Construct support. But there is very little chance they will be able to help you.

    To prevent this happening in the future, I suggest making backup copies of your project at least daily. And you can configure automatic backups in C3.

  • I believe touchpad driver emulates mouse (and possibly touch/keyboard) events when you perform gestures like pinch on touchpad.

    Try "Mouse On Wheel" event in C3.

  • Rename the file extension to .ZIP

    Try opening it with Windows or MacOS or Winzip. If you are unable to extract files from it - you are out of luck.

  • The Animations editor can now export animations that include collision polygon data and image point data.

    This is a great addition, thank you so much!