dop2000's Forum Posts

  • Here are two ways to do this:

    To pick bottom box, replace order to "descending" in event1, or condition to ">=" in event 4.

    if all boxes are at the same X, you can use "Box pick nearest/furthest" event.

  • Try this:

  • You can put main sprite on layer with parallax like 5,5 and its shadow on another layer with parallax 10,10 and scroll to mouse position. (or opposite to mouse position)

    Unfortunately, you can't skew or add perspective to a sprite in C2 without some external addons.

    Here are a couple of links:

    how-do-i-skew-or-distort-a-sprite_t164666

    https://www.scirra.com/store/royalty-fr ... usion-1636

    effect-mode7_t77858

  • Like I mentioned in another post, on my laptop the flickering is very minor. I have Intel HD 620 GPU.

    I believe it's a hardware/driver issue..

    Have you tried playing with project parameters like Enable WebGL, Sampling, Downscaling etc?

    If I set "Fullscreen scaling=Low quality", then the tilemap flickering becomes much worse.

  • Cool examples as always, R0j0!

    I improved mine. It looks better and the flooding speed now depends on the area.

    https://www.dropbox.com/s/mmjm0to1xdoos ... .capx?dl=0

  • No, containers are not similar to families at all!

    You can combine different object into a container, for example sprite+text+particles.

    Container holds instances of these objects, only 1 instance of each object per container.

    For example, you can have your main Spaceship sprite, Thruster sprite, TrusterFlame particles, MainWeapon sprite, HealthBar 9patch. Add all these objects into one container.

    When you create a new Spaceship in runtime, all instances of other objects from the container (Thruster, MainWeapon etc.) will be created automatically. You will only need to position them properly and pin if needed.

    If you create 10 ships like that, you'll basically have 10 containers.

    (If you create Spaceships and all other sprites from the container manually in editor, you need to do be careful to add them in order. Otherwise you might end up with different objects attached to wrong spacehips.)

    When you destroy a Spaceship, all instances of other objects from the container will be destroyed automatically.

    If you pick one object instance in an event, you can reference all other objects in the same event. For example:

    Bullet On collision with SpaceShip

    -----------------> SpaceShip Subtract 1 from health

    -----------------> HealthBar set width to SpaceShip.health

    (notice you don't need to pick this spaceship's HealthBar , it's picked automatically)

  • It's not possible.

    You can use a dictionary instead and access dictionary keys like this - Dictionary.Get("key" & loopindex)

    If you add the dictionary to the same container with the sprite, each sprite will have its own copy of the dictionary.

  • The first thing that comes to mind - don't search for the whole 6 letter permutation.

    Say, your letters are D F G A U N.

    Select the first letter - D.

    Select the second letter - F

    Check if array contains any words starting with "DF". There are no such words, so don't process this combination further, stop the loop for "F" and go to next letter "G".

    Check if array contains any words starting with "DG".

    and so on...

  • Here is my attempt:

    https://www.dropbox.com/s/dsojflzj4u5gg ... .capx?dl=0

    It's far from perfect, of course. It might be better to fill tiles with water in circular pattern (not from top-left as I did). Also, limit the amount of water or speed at which big areas of ground are flooded.

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  • ronm

    Can you add all these images to your project as files? You'll then be able to use "Load image from URL" action

  • You can add an instance variable "sequence" to your squares, and when they are flashing, set sequence to 1, 2, 3.. etc.

    When user clicks the squares, make a variable clickCounter, increase it with every click on the squares. Compare clickCounter with square.sequence and if they don't match, it means that the user made a mistake.

    Or you can do this with two string variables.

    When squares flashing, set string1 to (string1 & square.UID & ",")

    When player clicking the squares, set string2 to (string2 & square.UID & ",")

    Then compare if left(string1, len(string2))=string2

    if not, user has made a mistake.

  • I think you can only use Touch plugin. Touch events work with mouse too.

  • Wai

    Have you tried building the apk using other services, like cocoon.io, phonegap?

    If jerking/flickering occurs only with C3 build, you should log this as a bug.

  • I tried on Xiaomi Redmi 4, with Android 6.0.1

    Tested the apk again - first few seconds some jerking, then smooth movement.

    Sometimes (maybe once in 10-20 seconds) the sprite jumps forward or back a couple of pixels, but it's hardly noticeable. I would suggest this is due to some background processes running on the phone.