dop2000's Forum Posts

  • If you need to repeat the same event more than 2-3 times, this is an indication that it can be optimized. For 6x6 grid, the way you are doing it now, you'll need 144 events for saving and loading!

    (Eventually it will be 6x6x2)

    What's 2 here? 2 colors or 2 depth?

    .

    Anyway, here is how I would do it:

    dropbox.com/s/pde2vgxpfnubx9l/TileEditor.c3p

  • LOL

    Your code is terribly inefficient. What if you need a 20x20 grid - will you create 400 events for loading and 400 for saving?

    If your sprites are always snapped to grid, you should use a TileMap. Either snap sprites to tilemap, or don't use sprites at all.

  • Sprite -> Load image from URL

    If it doesn't work, press F12 and check errors in Console log. If the error is about CORS, search this forum, there are plenty posts about how to fix it.

  • Try experimenting with different collision polygon shapes.

    For example, in one of the games with lots of slopes I'm using this polygon (the character is facing right here):

    Also, make sure you move your character only using Platform actions. If you change its position directly or with other behaviors, this can mess with Platform's collision handling.

  • You can use Tween instead. Tween the opacity property, and you can stop the tween if needed.

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  • You can add another action after the "Spawn":

    Explosion set size to (Enemy.width*2, Enemy.height*2)

  • angle(0,0,VelocityX,VelocityY) will give you the angle of movement, compare it with the car angle.

    For example, using "Is within angle" condition - one angle within 45 degrees of another.

  • How do you make the buttons is up to you. If the user does not consent with data collection, you should configure whatever Ad plugin you are using to show non-personalized ads, disable any analytics plugins etc.

  • Idk, try comparing overall velocity with the car angle. If it's roughly the same, the car is moving forward.

    Edit: sorry, not the overall velocity, but the angle of velocity.

  • I'll try it, thanks!

  • fredriksthlm Thanks for the info! Do you have this setting "Always embed Swift libraries" set to "Yes" in Xcode?

  • I'm building iOS app with Cordova.

    Without the Share plugin the release IPA size is 25 Mb. With Share plugin it grows to 100 Mb!

    I noticed that this line shows up in the log - Update IOS build setting ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to: YES for build configuration Release

    . I'm guessing it's responsible for this huge size increase. Is there any way to disable it?

  • Sometimes when I want to close an open project or the entire program without saving, a dialog pops up, saying that I have unsaved changes. I definitely click "Don't save", but the project is saved anyway!

    I wonder if anyone else has this issue?

  • Currently, when I make any change in a plugin and want to test it, I need to:

    • pack it to c3addon
    • open Addon Manager in C3
    • import the plugin
    • restart C3
    • open a test project and test

    This takes a lot of time. Is there a faster way?

  • When you export the project, there is a checkbox "Hide status bar", have you tried it?

    Browser Request Fullscreen is not required in a mobile build.