dop2000's Forum Posts

  • From the documentation:

    So yeah, the obstacle map for pathfinding is limited by layout size.

  • When you add object instances to other layouts, their properties are copied from the first created instance.

    If you want to change the properties for all instances on all layouts, you can right-click the object on the right tab and choose "Select all in project"

  • You can do something like this:

    Mouse on Button clicked
    Create Menu at (Button.x, Button.y+100)
    

    If your menu is complex and consists of multiple objects, it may be easier to compose it manually on the layout (somewhere off-screen), and define hierarchy connections between all objects of the menu. Then when a button is clicked, set menu position to (Button.x, Button.y+100) and it will move there with all its child objects.

  • And how are we supposed to help you, if you didn't post your project file, or at least a screenshot of your events?

  • For "One shot" particles, you can move this particles object off the screen, or to another (empty and unused) layout. When the game is over, use "System create" to create this object in the desired position.

    For "Continuous" particles, you can place it correctly on the layout, and in "On start of layout" event add "Particles Set Not spraying" action. When needed, change to "Set spraying".

  • Anyone knows how to contact Colludium ?

    There is some problem with his itch.io account, it's not possible to purchase any of his plugins.

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  • Demonstrate what? I recommend the first option.

  • If Audio_Progress_Fill is a sprite, use Audio_Progress_Fill.ImageWidth expression (not Width). If it's a Tiled Background object, use a fixed number, like 100.

  • So find/replace a text in all expressions? Yes, this would be useful.

    I would also very much like the ability to replace objects in events with a different object type.

    Yes, I understand that some events or actions may be incompatible, but many events exist in all objects. So the editor should allow me to replace "Sprite Set position" to "TiledBackground Set position" for example. Or "Text set text" to "SpriteFont set text".

  • You start small - first create a character sprite with couple of simple animations. Create a small level. Add Platform behavior to the character. Start implementing different mechanics. Start adding enemies and programming their AI.

    Check the tutorials:

    construct.net/en/tutorials

    There are plenty of other learning resources available - youtube channels etc.

  • You can use permutation tables feature of the Advanced random plugin.

    Create permutation table with length = Array.width

    Then in a loop for 0 to (Array.width-1) get value from Array.At(AdvancedRandom.Permutation(loopindex))

    Here is a demo, it's a bit different but may help:

    dropbox.com/s/qschy8ji3bfrvxx/PermutationRandomImages.c3p

    .

    Another option is to add a column to your array, fill it with random values and sort by this column. But it needs to be at index Y=0. So your real values will be in column Y=1

  • The styling options for slide bars are very limited.

    It may be easier to make your own slide bar, here are two examples:

    howtoconstructdemos.com/custom-horizontal-and-vertical-slider-bars-capx

  • Looks ok to me. Does it work?

    It is also possible to do this in one line of code and without the loop:

    Sprite set animation to anglediff(self.Bullet.angleOfMotion, 0)<45 ? "Right" : anglediff(self.Bullet.angleOfMotion, 90)<45 ? "Down" : anglediff(self.Bullet.angleOfMotion, 180)<45 ? "Left" : "Up"
    
    
  • Hey, thanks for the coffees!!

    If you have multiple instances of this object, you will have to do this in "For Each" loop.

    For each Sprite
     Sprite.Bullet.angleOfMotion within 45 degrees of 0 : Set animation "Right"
     Sprite.Bullet.angleOfMotion within 45 degrees of 90 : Set animation "Down"
    .....