dop2000's Forum Posts

  • Collision checks will not work here. You need to check tile at hero position:

    On every tick

    Compare tile at PositionToTileX(Hero.x) , PositionToTileY(Hero.y)

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  • There is a capx is in that link I posted above.

    But you'll need to experiment with effects and blend modes to make it work like on your screenshot.

    If you don't need this cone of light to be blocked by obstacles (walls, trees), then you can remove the ShadowLight object and it all can be done much easier:

    create a new layer, set black color, opacity=60, transparent=no.

    create a white sprite (triangle) on this layer.

    apply an effect to the layer, for example Multiply.

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  • Don't shout at me

    That's not a "simple shadow". There is a shadow light with "destination out" blend mode used as a mask for a cone sprite, to create a field of view.

    You can use the same principle. Just instead of the "destination out" blend mode use some other blend mode and/or effect.

  • Yes, see this post:

  • You can do continuous preview:

    https://www.scirra.com/tutorials/529/ho ... us-preview

  • Pathfinding using a tilemap might be a good idea if your enemy doesn't have platform behavior. (say, if it's flying above the ground and you move it using Bullet or MoveTo)

    With platform behavior you'll have to find the path first, and then move the enemy from one node to another, simulating platform controls - either left, right or jump. You'll also need to make sure that your enemy can jump across gaps, obstacles etc.

  • You are trying to load game from a string that contains the file name. This obviously doesn't work.

    You need to read the file and load game from the file content (JSON-string):

    Load game from JSON string:

    NWjs.ReadFile(NWjs.AppFolder&"Mapas\"&Array.At(0))

  • That was the most obvious problem with your events, but there may be other mistakes.

    Could you post your capx? It's hard to understand what's going on in that screenshot.

  • It's hard to tell, but you can run a test:

    On every tick

    Repeat 10000 times -> Function Call "MyFunction"

    In the function try setting the values directly or from the array.

    Run the project in debug mode and compare the performance.

  • "Array.CurValue" expression and "Array compare current value" event can only be used inside of "Array For each" loop.

    You need to replace them with "Array.At(x)" or "Array Compare at X"

  • And how are we supposed to help you without seeing your capx?

    You didn't even tell us what kind of game this is - platform, top-view, grid-based etc.

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  • vontheodore

    I really don't recommend using "Waits" in game mechanics, especially long-running waits (for several seconds or longer). This is a very common mistake many beginners make.

    Use Timer behavior instead.