dop2000's Forum Posts

  • You can make your own drag&drop, it's quite easy, especially since you want to snap object position to the touch.

    On Sprite Touched - save Sprite.UID in a variable

    Is In Touch - pick sprite by the UID saved in that variable and set its position to touch x/y

    On Touch End - clear the variable.

  • Check out Ashley's comment to this bug report:

    github.com/Scirra/Construct-3-bugs/issues/3718

    You can try this trick - create a folder in the list of objects and move either the sprite or Touch object into the folder (but not both).

  • You can't load that JSON data into the dictionary directly. C3 dictionary requires a specific format of JSON string, it looks like this:

    {"c2dictionary":true,"data":{"A":"alpaca","B":"baboon","C":"cat"}}
    

    Your JSON string contains an array with several nested objects. A dictionary can't hold that data. I suggest you keep it in JSON object.

    If you want to convert it a dictionary, you'll need to parse it into JSON object (which you've already done), then loop through all entries and add them one by one to the dictionary.

    Check out the official template in C3:

    editor.construct.net

  • There are lots of ways to calculate the trajectory for such movement. Check out this demo:

    howtoconstructdemos.com/category/misc

  • Glad it worked! I highly recommend setting up automatic backup in Construct settings.

  • Yeah, it's really annoying that there is no way to align such objects.. I posted a bug report:

    github.com/Scirra/Construct-3-bugs/issues/5585

  • You mean the files are empty (with size 0 bytes)? In this case yet, this is definitely wrong.

    Are the duplicate files (for example text 2.json) also empty? If not, you can try renaming them. Make a backup copy of the project just in case.

  • I don't have any experience with 3D yet, but normally to convert coordinates between two layers you need these two expressions:

    Set X to CanvasToLayerX("UI", LayerToCanvasX("Game",Animals.X,Animals.Y), LayerToCanvasY("Game",Animals.X,Animals.Y))

    Set Y to CanvasToLayerY("UI", LayerToCanvasX("Game",Animals.X,Animals.Y), LayerToCanvasY("Game",Animals.X,Animals.Y))

  • You mean in a side view game? Why can't you use Platform behavior? You should be able to configure all the settings - max speed, jump height etc.

  • Can you see these files in the objectTypes folder - text.json, timeline.json, sprite3.json etc?

  • It's always a bad idea to use long running waits like that. You don't have any control - can't pause or cancel the delayed actions.

    I would do this with a global object+Timer, as oosyrag suggested. Another option is to compare system time from the Date plugin.

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  • System - On start of layout - Create Family (This spawned one of the Object randomly)

    Object 1 - On Created - Create text_object1

    Problem with this is that when Object 2 is created, it also created the same text_object1

    That code should work correctly. Are you sure you are using "Object1 On Created" and not "Family On Created" event?

    Another option is to use "System Pick Last Created Family" condition and then check Family.ObjectTypeName expression

  • I'll repeat what I wrote in my first comment - if you set vector X only once, the character may decelerate immediately, that's why you don't see it moving. You need to apply it continuously for some time.

    Try using "Is Key Down" event instead of "On Key pressed", press and hold the M key and see if your character moves.

    Is Key M down : Player Set vector X to 700
    

    If this works, then you can use "Is timer running" condition to apply the vector.

  • You need to post your project file, it's difficult to guess without it.

  • You have two tilemap objects - Tuilage and Tuilage2

    You changed collision polygon only in one.