I considered using smaller “sensor” sprites to detect tile occupancy, but this feels inefficient.
Why do you think that’s inefficient? That’s actually how I’d handle it - place invisible sensor sprites in the layout editor and use them for tile detection, positioning, and grid snapping.
See the manual:
It is not recommended to use Physics with other behaviors (Platform, 8direction, etc.)
Check out this demo:
howtoconstructdemos.com/platform-push-boxes-capx
For the "Load" action it won't make sense, because the game may be loaded in a completely different layout. Any code you have after "Wait for previous action" would be ignored anyway.
Develop games in your browser. Powerful, performant & highly capable.
Then you need an API access.
You can probably try scraping prices from their website, but it will be difficult and slow and your app/ip may get banned.
How often do you need to refresh the prices in your app? Every day? Every hour? Or do you always need to display the most accurate real-time price from their website?
You can of course create/download a CSV file and import it into Construct project. But that would be a manual job.
You'll need to look for a specific bit of information (card price) in a large html, it can be challenging.
en.wikipedia.org/wiki/Web_scraping
Do they have an API? If not, scraping the prices from the website may be quite difficult.
Looks like they have, but not accepting new users:
Just make your own slidebar, it's pretty easy.
howtoconstructdemos.com/category/slide-bar
Try this:
Sprite: Load image from "https://corsproxy.io/?url=https://samplelib.com/lib/preview/png/sample-bumblebee-400x300.png" (Resize to image size, cross-origin anonymous)
Note that the TCG website may have policies that prevent downloading their content directly. You may need to use a CORS proxy, as in my example. The best solution is to avoid loading cards from an external server altogether - keep them in your project or host them on your own server.
I believe both Save and Load actions are async. You need to use "On Save complete" and "On Load complete" triggers to perform additional actions. For example:
---> Load game from "Menu" On Load complete ---> Call LoadGame function
Setting the fullscreen quality to High fixes it for me.
Member since 26 May, 2016