artheads's Forum Posts

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  • I finally found a solution: just move all your music files from the "Music" folder to the "Sound" folder and that annoying player on Android won't bother you anymore!

    Ashley

    p.s. How to mark this thread as "Solved"?

  • howtoconstructdemos.com/two-virtual-thumbstick-capx

    Just checked this example on 3 year old smartphone and it shows pretty poor performance with almost empty layout, about 50% cpu (high draw calls) and fps drop to 30 when thumbsticks is "in touch". Any idea how to improve this?

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  • I'm afraid there's no way to disable this at the moment.

    Hi Ashley, sad to hear. Maybe there are some ways to do this in an exported html5 game?

  • Hi bros! How to remove this annoying audio player in notifications of Android for a web game (not an app)?

    I tried this but with no luck:

    On suspended > Stop "tag"

  • If you choose templates, they definitely need to be in the same project, on another layout.

    A template can consist of several objects combined into a hierarchy. So you will have to create two templates for each room. One template with a tilemap, and a second template with a hierarchy containing all other objects from that room - enemies, loot etc.

    Thanks for the direction! Your post is helpful as always :)

  • So there is a condition at 105 that enemy has LOS in that event which you've decided to cut off in the screenshot?

    No, all the events for this effect is under [if weapon = "shock"], event 105 is for another weapon. However I already solved the problem by creating these two beams [on "enemy spawn" function] and then set it invisible with width zero. Then when the enemy fires, I take further action.

    Thank you guys for your answers anyway!😄

  • ...you want it to create just 2 beams only. The question is when?..

    So, I have a few enemies on layout. They can shoot when they see the player (instance boolean "is shooting"), so when some of the enemies "is shooting" and their weapon is "shock" - they spawn two beams (each of enemy who shoot with "shock").

  • ...because one needs to run every tick and one doesn't...

    Sure, but how to call the event block with "For from 1 to 2" to run once per each instance that meets the condition at the top, even if I will split these events up? The code on screenshot below creates beams endlessly as well...

  • Use boolean instead of trigger once. So the logic is when a boolean switched state the action won't executed further more.

    How do you see it in the context of my screenshot above?

  • The top condition is technically a for each

    If you mean filtering by instance variable at the top - yes but, the small loop "For" below that create two beams runs indefinitely OR create two beams only for a single instance when used with trigger once.. Instead I need to run this small "For" loop ONCE FOR EACH of enemy_top... So two beams are created for each enemy_top...

  • The problem: I can't realize how to create strictly two instances of laser beam FOR EACH enemy_top. Enemy tops are filtered by instance variable "shock", then each of them must create two beams. It would seem simple, but... The code:

    This is one of the code variations that doesn't work as expected.

    Tagged:

  • Here is an example how to do this with tiled background

    Oh god! thank you ))

  • I was thinking of using canvas too. I'll play around with it. Thanks for the idea!