619_RM's Forum Posts

  • Thank you, I will try.

  • I've made a mini-map for another project with Drawing Canvas. On every tick draw a portion of the map on it - copy walls, enemies, coins etc.

    The advantage is that there are fewer objects in the game. It may also be slightly better for performance, as blend modes may be slow on mobile.

    Does that mean we do not have to rely on blend mode anymore? and Performance increes? WOW 🤩 Please tell me how to do the same with the DrwaingCanvas.

  • You can always create a new one.

  • Here you go:

    https://www.dropbox.com/s/oy0kn9wejn9hiuq/Question4Dop2000.c3p?dl=0

    Thanks, that was neat. You suggested me to use DrwaingCanvas for the map instead of the regular sprite, I just wondering what might be the advantage, I mean I never used DrwaingCanvas before, to change the colour was also weird.

  • 1. You can do it with blend modes. Use a mask sprite with a blend mode like Destination Out (or something similar) on the same layer as your mini-map. See the official Blend Modes template for examples.

    2. I don't know, you need to show your code.

    Hi, dop2000 Please check this.c3p

  • Connect them (ligically) by CoinID, the same way you did with tiles. Then you can pick icon by CoinID and destroy it. Another option is using a container.

    Thank you dop2000, will try.

    Two other questions,

    1. How do I limit the off area object not to be visible on the map.

    2. In general Whenever I set the colour of a DrawingCanvas it doest reflect.

  • sizcoz, blackhornet, GeorgeZaharia & dop2000, Thank you, I greatly appreciate the time you spent for answering my question. :) because of you guys, Finally, my query has solved. Much appreciated.

  • Just one little doubt here, I have set coin as Coin_ICON (similar to TILES_ICON), once the player collides with the coin, the coin is destroyed, how can I destroy the corresponding Coin_ICON for the same?

  • there are 10 coins present on the layout, for 8 of them, I made "100" to its CoinValue_IV, and remaining 2 "50" to its CoinValue_IV.

    So the value of TotalAmount_GV should be 900. but its keep increasing.

  • It kept counting so I tot by putting "tiger once", it may stop but sadly no.

  • If I add it on the start of the layout, it randomly selects only one instance of Coins (CoinValue_IV).

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  • Unfortunately, there is no such expression. You need to loop through all instances and sum up all values:

    > Global (or local) variable TotalAmount
    
    For each Coins : Add Coins.CoinValue_IV to TotalAmount
    

    Hi, thanks for your quick ersponce.

    I tried that but sadly it doesn't work, the TotalAmount_GV does not stop adding numbers, I even added a triger once to it.

  • I have a sprite called "Coins" and it has an instance variable of "CoinValue_IV". There are more than one instances of the same "Coins" sprite presents on the layout. Depending upon the "CoinValue_IV" of each instance, the user will get 100, 500, 1000 coins respectively.

    So, my question is, How do I add all the instance variable value ("CoinValue_IV") of the "Coins" sprite?

    Means, if the user will collect all the coins, total how many he will have on that particular stage.

    I tried

    "Coins.CoinValue_IV*Coins.Count"

    on every tik, but it doest work.

  • Okay. Thanks.

  • Thanks.

    Just one doubt, is it fine to use colour RGB instead of rgbEX?