dop2000's Forum Posts

  • For each Object -> Add Object.HP to var

    If you need an average value, you can divide var by Object.count after the loop is finished.

  • There is no need to post the code,because its already mentioned in the post.

    Do you need help with this or not? Mobile or desktop - it doesn't matter, if it takes 5 seconds, this means that your code is wrong!

    savvito123 Cheers :)

  • Here is another slightly more detailed version

  • Local Storage is not slow. Even if you are saving/loading dozens of keys, it should only take a fraction of a second. If it takes 5 seconds, this is a clear indication that you are doing something wrong. As other people have said, you should post your code.

    • Post link icon

    Is there a way to make custom buttons like an image as a button?

    Of course, most people use sprites as buttons. Just add "Mouse on object clicked" or "Touch on tap object" event.

    If you want, you can add some visual effects, for example on mouse click, change animation frame in the sprite, and then after 0.1s delay change it back. Or increase sprite scale slightly, and then after a delay set it back to 1.

  • Like I said, you need to change "Z_Movement Move 16 pixels" to "Z_Movement Move 80 pixels", if you want to have fewer waypoints.

    You don't need MOVEMENT sprites, remove them and use a tilemap. Use tilemap expressions like SnapX, SnapY, TileToPosition, PositionToTile etc.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/tilemap

  • Where do I start...

    Since you made the grid 80x80, you need to change cell size to 80 in Pathfinding properties, and in event 12 - "Move 80px.."

    Your grid is misplaced, its left top corner should be at 0x0.

    And why do you need so many MOVEMENT sprites? Remove them and use a tilemap.

    Finally, you have a mess with layers, half of the map is on the HUD layer for some reason.

  • Here you go:

    dropbox.com/s/11yjxh12re0wo4h/RemoveTagsFromText.c3p

    You can also do this with regex, but I don't know how :)

  • No worries, thanks for the coffee!

    Your new link still doesn't work. Open Private Mode in your browser and try clicking this link, you will see that it says "You need access".

  • It's not possible. You will need to parse this string, and if you want to support many different equations or expressions, this will be a very difficult task.

    You can try math.js:

    mathjs.org

    Replace variable names in the string with their values, then feed it to mathjs, and it will calculate the result.

  • Objects in a container are created all in one position.

    Take a look at this demo, it may be a possible solution:

    howtoconstructdemos.com/generate-random-levels-from-pre-built-scenes

  • Which tutorial are you referring to?

    Also, I can't open your link, it says I have no access. You need to share it for everybody.

  • Not sure what you mean by array.

    You can create a Google Form for feedbacks and bug reports, and simply redirect your players there.

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  • Read about families, containers, functions, global layers, arrays, dictionaries, timelines etc. Knowing how to use these features will save you many days/weeks of needless work.

    Create families early! If you are adding your first enemy, create Enemies family straight away and add behaviors and instance variables only to the family. Upgrading a bunch of objects to a family later on will be a difficult and boring task.

    Name your objects properly and organize them in folders.

    Comment your code.

    Avoid using hard-coded values and "magic numbers".

    Back up your work at least once a day.

    And finally, check out this post with great tips from Fib:

    construct.net/en/forum/construct-3/how-do-i-8/order-thinks-develop-game-153820

  • Pick Nearest picks just one instance of EnemyFleePlace. So any other picking after that will not have any effect.

    If you want to find a place which is close to the enemy, but also furthest from the player, you need a slightly different approach. For example, you can use a second LineOfSight behavior to pick all places which are within a certain range from the enemy. And then pick among them the furthest from the player.

    Also, if you have many enemies, you should add "For each Enemy" to the top of this event.