dop2000's Forum Posts

  • The first example didn't work, because On Start of Layout the bullet is not even created yet, and of course hasn't traveled any distance.

    So the way you fixed that was absolutely correct.

  • I believe what happens is in "On RedBlock drag&drop Drop" the system picks just 1 RedBlock instance, the one you dropped.

    Then inside this event you check "If RedBlock overlapping RedBlock" and because there is only 1 instance picked, this sub-event will never be true.

    There is a simple workaround - create a family with just one RedBlock sprite, name it RedBlockFamily.

    Then you will be able to do this:

    On RedBlock drag&drop Drop
         If RedBlock overlapping RedBlockFamily
             RedBlock destroy
             RedBlockFamily destroy  // if you want to destroy both red blocks
    [/code:1az76nse]
  • So you need to set movement direction to ship's angle, not the other way around!

    Sorry, I misunderstood you.

    Here is another demo, I think it's what you want:

    https://www.dropbox.com/s/9rjbrl0wpc1zz ... .capx?dl=0

  • You don't really need sprites, you can use "overlapping a point", should be a bit faster. Also, when the ground curves inwards, you need to check overlapping higher than the character's feet level.

  • Man, your code is soooo overcomplicated...

    Your error is in events 25-28.

    You need to move "Set QScount" action before "Call CheckAnswer function".

  • Your game is quite big. Please give more details about the issue - how to reproduce it? What is happening? How is it supposed to work? Which events should I look at?

  • You shared .caproj file, it's not enough to open your project.

    You should save your project as a single file (with .capx extension) and share it.

  • It's not.. Here is how I see it:

    http://www.dropbox.com/s/7mmbbo1mhz6fg3 ... aproj?dl=0 [/code:2rmnkike]
  • Your link is broken. Try posting it without the "https://www." part

  • Oh, wait, you mean Bucket tool to fill a shape with color?

    I thought about a "picker" tool to select color.

    I think Canvas plugin is your best option.

  • Thanks!

  • You may be able to do this with ShadowCaster. Here is a very crude example, I don't have much experience with it:

    https://www.dropbox.com/s/gz1rfzz171zpr ... .capx?dl=0

  • There is a Color Picker plugin, but I don't know how it works.

    If you have a small number of colors, you can just make them with sprites - red sprite, blue sprite etc.

    If you need a full palette, you might need to use Canvas plugin to read pixel color:

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  • Yeah, after you export your project, open Images folder and sort images by size.

    When I did this with my game I found several huge sprites which I forgot to delete or resize and managed to reduce the size of my project by 30%.

    Also if you have very big images, you should enable compression for them, this will greatly reduce their size:

    https://www.scirra.com/tutorials/1154/d ... h-pngquant

  • You can define two image points on the player sprite on both sides, just above the ground level. (Blue line represents Player sprite)

    Like those little training wheels on kids' bicycles

    Then use these checks on every tick:

    System -> Pick Ground by overlapping point (player.ImagePointX(1), player.ImagePointY(1))

    ...Rotate player 0.5 degrees

    System -> Pick Ground by overlapping point (player.ImagePointX(2), player.ImagePointY(2))

    ...Rotate player -0.5 degrees

    You can use lerp or tween for smooth rotation.

    To detect ground angle when player is on top of the hill, you need to define two additional image points just below the ground level and perform similar checks for them..

    If you are good with math, instead of using 4 image points, you can do lots of overlapping checks around the player to determine ground angle with better precision. Overlapping tests in C2 are fast, even if you are doing a couple of hundreds of them every tick, they should not affect the performance.