dop2000's Forum Posts

  • You can load multiple snapshots into one sprite, you just need to create lots of empty frames in this sprite, and change the frame before loading a new image. This will allow you to easily replay the whole animation.

    This will use a ton of memory thought and may be quite slow on mobile..

  • Add an image point, and spawn a bullet from that image point.

  • If you don't have hundreds of objects like this on the layout at once, you don't need to worry about collision polygons being too complex. Simply ignore the warning and add more points to the polygon.

  • arturosanz I've never used Layouter plugin, I thought it spawns all instances at once, but looks like it creates them one by one, so only the last instance remains picked. So yeah, in this case you need to use Pick All, and a Wait 0 before that.

    Also, you don't need a loop, you can do this:

  • Objects are pasted at the end of the tick. It may not be needed, if "Save" also starts at the end of the tick, I don't know, you can try without the wait.

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  • If you still want to aim at shielded targets, but not shoot, add these conditions to "On shoot" event:

    Turret on shoot
    Enemy pick by unique ID = Turret.Turret.TargetUID
    Enemy Touched<=0 
    

    If you don't want the turret to aim, then don't use "Add target" action, because your turret will always try to aim at these objects, no matter if they have shield or not. You will have to use "Acquire target" action for each object instance that has no shield.

  • You can paste all sprites of the avatar onto a DrawingCanvas object. If you need it to be a sprite, you can then transfer the image from DrawingCanvas into an empty sprite.

    DrawingCanvas paste Face
    DrawingCanvas paste Eyes
    DrawingCanvas paste Nose
    ...
    Wait 0
    DrawingCanvas Save image
    Wait for previous action to complete
    EmptyAvatar load image from DrawingCanvas.SavedImageURL
    
  • With the LOS bar sprite, you should still be able to simply pick the nearest enemy to the player. Is the bar in the same container with the enemy? Then you can do "Bar is overlapping Player, Enemy pick nearest".

    I can't tell what the problem might be with the pathfinding without seeing your project file.

  • Why are you using a line-of-sight bar sprite, and not Line Of Sight behavior?

    If you configure the LoS behavior, you can simply do:

    Enemy has LoS to Player
    Enemy pick nearest to Player.x, Player.y
    
  • If you are creating instanced in "On start of layout", you need to wait until they are created before you can pick them. Add "Wait 0" action to the end of event 1. Remove "Wait for previous action to complete", it won't help here.

    Also, you can pick by comparing instance variables, no need to use "System pick by evaluate". Simply do "Card compare variable index>=0"

  • The difficult part is math. If you understand the math required to alter car movement when it's hit with a blast, you can do it with events, no need for a plugin.

  • Try updating video drivers, rebooting.

  • Use these:

    int(ColorPicker.R)/2.55

    int(ColorPicker.G)/2.55

    int(ColorPicker.B)/2.55

    I can't explain why, but it should work :)

  • Sorry, I can't help you with JS, but it's very easy to do with events.

    Add FileChooser and AJAX objects, and this event:

    .

    You can also use NWJS action "Show open dialog" and NWjs.ReadFile(path) expression.

  • Are these 200 objects all fading at the same time?

    I don't think there is a simple way to do this Fade behavior. I would suggest adding all these objects to a family and adding LiteTween behavior on the family. You will still need to change the events manually, of course..