dop2000's Forum Posts

  • There is Jump Sustain setting on the Platform behavior, have you tried it?

  • Can you execute a JS code when the value is updated in the parent page? If yes, then you can call C3 function:

    c3_callFunction("UpdateVariable", [newValue]);

    And in Construct create a function "UpdateVariable", which takes the parameter and saves it in the variable.

  • Have you tried "Physics Set Stepping Mode" setting?

  • Here is the easiest method:

  • Does this happen on other computers or browsers? Try temporarily adding "Local Storage Clear" to the very start of the project and run once. If LS is corrupted, this should fix it.

  • Create another object (let's call it "Base"), and make it immovable. Create a revolute joint between your object and the Base. Your object should rotate around this joint.

    Check out this demo:

    howtoconstructdemos.com/seesaw-in-a-platformer-game

  • Your event #3 is executed on every tick. You need to put it as a sub-event under "AJAX On Completed".

  • I may have found a partial solution. Set Obstacles: custom in behavior properties, spawn the object, then add obstacles and regenerate the region around. Because when the object is created it has no obstacles, the full map generation happens much faster and the initial lag is small.

  • Regenerate region?

    I'm talking about the initial obstacle map generation. It's taking a lot of time because of the huge layout size. After that I can do "Regenerate region" and it's executed much faster. What I need is a way to skip that initial map generation.

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  • It is generated on layout start, if there are instances with Pathfinding behavior. There will still be the lag, but on layout start. Also, it's regenerated if you load a saved game, again with the lag.

  • My layout is huge, but I only need Pathfinding to work on a small portion of it. However, when an object with Pathfinding behavior is spawned, there is a 2 seconds lag because the obstacle map is automatically generated for the entire layout.

    Is there any way (maybe some trick or hack) to avoid this?

  • A common way to detect controls is to add a screen with a "Start" button. Then wait for player to touch it, or click it, or press a key on keyboard.

    See "Detecting input method" template.

  • Because Construct has a visual code editor, Search function doesn't work very well there. You can search for an object name, or for a specific word/phrase in the action or condition. But if you try searching for, say "Sprite Set Angle", it won't work, and this is pretty disappointing.

  • There is no such expression, but you can add a condition checking that the game is not over. For example, if you have a global variable GameFinished - you can use that.