dop2000's Forum Posts

  • Looks like "Player on collision with Ghost" will never pick more than one ghost. In my tests, when player collides with two ghost instances, the event itself is triggered twice.

    So, yes, seems like "For each" is not needed here.

    But if this event could potentially pick two ghosts, then "For each" would be required because of that "Else" block in event 46. Without "For each" loop, if player collides with 2 ghosts, one of which has escape=true, and another escape=false, only event 45 will be triggered.

  • If you are using C2, you need to post in C2 forum.

    Also, you should share your project file, or a screenshot of your code. Looks like your character is pushing enemies into the walls. I'm guessing you are using actions which ignore Solid behavior (for example "Move at angle").

  • Use len() expression - len(TextBox.text)

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  • You can use Tween with Linear easing function.

  • If you already have a string of numbers and want to add spaces to it:

    .

  • Are you adding these digits to the string one by one?

    This code works for me:

    .

  • Your "Chars" layer is invisible.

    Also, you need to enable collisions on PlayerBox sprites.

  • If there may be a variable number of users and many rounds, you need to create this table with loops. You probably also might need to scroll it.

    Check out this demo, it may give you some ideas:

    howtoconstructdemos.com/scrolling-a-list-of-players-scores-images-etc-example-a-capx

  • Are you creating the string to display in this textinput in runtime? You can try something like this:

    Compare two values: (len(TextInput.text)%3)=0 
     TextInput set text to Self.text & " "
    
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  • When you create an instance of an object in runtime, it takes all properties from the first (default) instance of this object in your project. This default instance can be on this layout, or on any other layout.

    If you don't add this object to any layout, then there will be no default instance to copy the properties from.

    So, make sure you have at least one instance of this Text object added to any layout. What I usually do is I create an unused layout "Assets" and store all my default instances there.

  • No, tilemap object will not stretch like that.

    If your array of sprites is not very big, you can use an invisible placeholder sprite with image points defined on it. For example:

    On start of layout:
    For "n" from 1 to 10
     Placeholder spawn Sprite at image point (loopindex)
     Sprite Pin to Placeholder
    

    This way if you resize or move the placeholder sprite, other sprites will move accordingly.

  • You can increase the max speed temporarily. For example: increase max speed to 1000, do the recoil (set vector), wait 0.2 seconds, restore max speed to 200. You can also disable player controls during the recoil.

  • Change type to "Text area" in TextInput properties (on the left panel).

  • Another option is to use Tween. Not sure if it will work if you tween from 0 to 360 degrees, but you can always tween a value and set sprite angle to self.Tween.Value