dop2000's Forum Posts

  • And, what's the problem? You don't have an android phone?

    I tried it on my phone in preview mode, the image is saved to Download folder.

    By the way, you should use "System->On canvas snapshot" event before you can invoke download.

  • EskilPotet,

    Do you mirror your character when it's moving to the left?

    If yes, then you should add another sub-event after you spawn your bullet:

    Character is mirrored -> Set bullet angle of motion to 180

    So when not mirrored, the angle will be 0, when mirrored the angle will be 180.

  • This is a very broad question and you didn't provide much information about your game.

    You can keep three copies of each key with language suffix, for example:

    Key="book_en"

    Key="book_fr"

    Key="book_it"

    Or you can store all three values in one key:

    Key="book"

    Data="en:book,fr:livre,it:libro"

    Then you'll need a function that will parse this string and return the right value for each language.

    As for the second question, it's better to use smaller sprites, tiled backgrounds and text objects for text. If you make each page as a big sprite, it will use a lot of memory!

    See this blog post from Scirra:

    https://www.construct.net/au/blogs/cons ... memory-796

  • Add an event:

    Wait 3 seconds

    Move HUD_sprite to layer 0

    If it becomes visible after 3 seconds, you will know that the issue is with your HUD layer. If the sprite is still invisible, the problem must be with the sprite itself.

    And I agree with zenox98 - it would be so much easier if you could just share your capx.

  • Put a second tilemap (light mask) on top of your main tilemap. With tiles ranging from transparent to 100% black.

    For better results you can add some blending effect to it, for example "Multiply".

  • matrixreal

    Can't you simply try it and check both folders?

  • Zion

    The problem with your code is that after you set animation frame to 1 in event #2, you set it back to 0 in event #3.

    Simply add Else condition:

    Or you can do this all in one event and one action:

    On touched sprite-> Sprite set animation frame to (Sprite.AnimationFrame=0)

  • Q1: it's hard to say what was the problem without seeing your events.

    If you were changing the angle of the aiming object without picking root object first, then no wonder it was affecting all aiming objects.

    Q2: "Trigger once" condition does not work per object or per container. After the first object reached Y coordinate (and stays there), this event will not be triggered again when other objects reach the same coordinate.

    Instead of "Trigger once" you should add an instance variable "bulletIsFired" to your object, set it to true when it reaches Y. And use it as a second condition to prevent firing again.

  • It should work. Please share your event sheet or capx file.

  • AstraRune

    Try running the game in debug mode (Ctrl-F4)

    Check two things -

    1. the number of objects instances on the left panel. If you are spawning lots of objects and not destroying them, you'll see it.

    2. and the number of collision checks. Too many collision checks (over a thousand per tick or more) will slow the game down.

  • See this post:

  • You guys need to read/watch some tutorials.

    Double-click anywhere on the layout -> Keyboard -> Insert.

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  • Repeat 100 times

    ...Create object at X=500+100*cos(random(360)) , Y=500+100*sin(random(360))

    Where (500,500) is the center, 100 is the circle radius, random(360) is random angle.

  • Add Keyboard object to your project.

    Add event:

    Keyboard -> On key pressed (Space)

    Note, that "On key pressed" and "Is key down" events are different.

    If you need the action to be executed once, use "On" event. If you want it to continue executing while the key is down, use "Is" event.

  • You can use Text Box object.

    If you don't want to let users change the text, add this event:

    TextBox on text changed -> TextBox set text to "your text here"