dop2000's Forum Posts

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    Unfortunately, for me there is no improvement after installing r251.

    I experienced the biggest lags in the Sprite Editor (see this video). Nothing has changed with the update. It still takes about 4-6 seconds from the moment I double-click the sprite till the moment that little window with Image Points opens.

    Toolbars are updating slowly. If there are many animations in the sprite, clicking between them is painfully slow....

    Startup time ~30 seconds before and after the update.

    The lag when opening events dialogs:

    small projects: no lag

    big project (1500 events, 15Mb size): 1-2 seconds lag

    System: Windows 10, Version 10.0.16299 Build 16299

    i5-7200U CPU 2.50GHz, 8Gb RAM, SSD

    I did a clean install of r251, but I didn't restart Windows. Usually after the restart C2 works really well for a couple of days, and then things start slowing down..

  • In the Title layout:

    On Start of layout

    ...Audio Tag "music" is NOT playing -> Audio play "MyMusic.mp3" with tag "music"

    In Settings layout:

    On slidebar change -> Audio set "music" volume to slidebar.value

  • Here is an example of shuffling and dealing a deck of cards I did for another post (without the arrays!)

    https://www.dropbox.com/s/b7qmdni2wn9ze ... .capx?dl=0

    You'll need Rex's addon MoveTo to open it.

  • You need to pick 1 instance of the line, pick 1 instance of the ship, pin line to the ship. Then repeat with the next pair.

    How you do this depends on your code.

    If lines are spawned from the ship sprite, simply pin them in the same event, for example:

    On Space key pressed -> Ship spawn Laser; Laser pin to Ship

  • https://www.dropbox.com/s/2v0a6lxqsqi0p ... .capx?dl=0

    1) fixed, see the event sheet.

    2) I don't know why this is happening. I'm guessing if the wall is located in this exact position, then the Solid behavior stops character sprite before collision event is registered..

    Anyway, the easiest way to fix it is to slightly alter the collision polygon of the wall sprite.

  • You mean like this?

    https://www.dropbox.com/s/rqe6p4yfvvhrw ... .capx?dl=0

    Instead of the second "reference" sprite, you can use a variable that simply increases with every tick (newAngle=newAngle+dt).

  • BDPNGUINS

    Add Physics behavior to your sprite, then add this action:

    Sprite-> Physics Apply Impulse

    The original question was about the Platform behavior.

    If character is on the ground, simply use "Platform Simulate Jump"

    If character is not on the ground, you can do something like "Platform Set Vector Y to (Self.Platform.VectorY-500)"

  • See capx file from this comment:

    This is a popular question, try searching the forum for the word "laser", there may be lots of other solutions.

  • Sorry, I don't understand. I thought your main problem is to detect when the status bar is visible on the screen.

    And then you can display a hint to the player to swipe the screen and get rid of the status bar.

  • Here is a post from FAQ that can be useful:

  • omerslash

    Regarding your seconds issue - have you tried "Browser Is Fullscreen" event?

    If it doesn't help, you can try comparing if Browser.ScreenHeight=Browser.WindowInnerHeight

    In mobile app, this might work. However, when I'm testing in different browsers, I'm getting inconsistent results...

    I suggest you make a test version of the mobile app with a big text debug field where you print the following expressions:

    Browser.ScreenHeight & newline & 
    Browser.WindowInnerHeight & newline & 
    browser.WindowOuterHeight & newline & 
    browser.DevicePixelRatio & newline & 
    WindowHeight[/code:35rod17j]
    
    Try running this test app with and without the status bar, see how these values change. 
    You may be able to figure out how to use them to check if the device is in fullscreen.
  • It's hard to guess what's going on with just those screenshots. Consider posting your capx.

  • I don't understand your data structure... If there are many different dictionaries, how do you expect to get only one dictionary in the end?

    Anyway, here is a demo I made, maybe it will help. It first wraps 5 dictionary instances into other dictionaries several times, then restores them.

    https://www.dropbox.com/s/oc4i65d0wqm13 ... .capx?dl=0

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  • Привет, kop9000

    That plugin does a simple typewriter effect (with a few variations). There are plenty of examples how to do this with events, google "Construct 2 typewriter". Here are a couple of links:

    viewtopic.php?t=63552

    https://www.dropbox.com/s/d4396pwak0oh7 ... .capx?dl=0

  • I would do this the other way around:

    Why do you need this array anyway? You have a bunch of text instances, create an instance variable and fill it with random values.

    I'm saying this in every post - arrays in C2/C3 are overrated. Most tasks that people are trying to do with arrays, can be done easier with instance variables.