dop2000's Forum Posts

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  • That particular demo is not mine and it's a bit too advanced for this task.

    I would probably use Bullet behavior with gravity, there must be a simple math formula to calculate bullet speed to land at the particular spot.

    Another easy option is running two tweens - one to move horizontally, and the second one with "ping-pong" setting to move up and then down.

  • I have two popular templates where random levels are built from "scenes", each scene contains a small tilemap and other objects.

    All scenes are currently stored on the main game layout, which is pretty messy. It would make sense to move all those scenes to a separate repository layout and use the new Templates feature to spawn them. But because tilemaps can't be added to the hierarchy, this is not possible.

  • I was wondering this too - why hierarchy is not supported for tilemaps? Ashley, could you explain?

  • Does this mean I can just connect them with hierachy in the layout view?

    Yes, in layout editor - you select one room/scene with all its objects, then right click on the room and add all objects as children.

    You can create hierarchies with code, but only if all objects exist on the current layout. Templates allow to spawn complex objects pre-built on other layouts.

  • You can use an inverted "Is Moving" condition + "Trigger Once".

    But if there are more than one instance of the object, then don't use "Trigger once".

  • Check out this demo:

    howtoconstructdemos.com/generate-random-levels-from-pre-built-scenes

    There is a free version and a video tutorial.

    The full version of this demo has an example of an endless runner where rooms/scenes are moved ahead of the player.

    There is also a new feature in C3 which was only added a couple weeks ago - templates. You can create rooms on a separate (unused) layout, connect all objects to the room with hierarchy, and give a template name to each room. Then you'll be able to spawn rooms by their names, with all objects in them.

  • Yeah, looks like the archive is damaged. You can try repairing it but the chances that the project will work after that are very slim.

  • When you see this error, press F12 and check last messages in the console log. They will tell you exactly what the problem is.

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  • You dialogue system actually works. You can't see the text because it's on Dialogue layer with 100% parallax, so it's somewhere off-screen. Change parallax to 0%

    I highly recommend using Debug View to troubleshoot issues like this. You would be able to see that the Text_NPCDialogue object contains the correct line from the dialogue, so the problem is just with its visibility.

  • Yeah, it's better to put triggers (as On Touch End) to a separate event.

    // First event
    For Each Button
    Touch is touching Button
    Bullets X=Button.X : Button set frame 1 ...
    
    // Second event
    On Any Touch End
    Touch is touching Button : Button set frame 0 ...
    
    
  • Create a variable jumpStr

    Keyboard is Space down 
    ... Set jumpStr to clamp(jumpStr+dt*500, 100, 1000)
    
    
    Keyboard On Space released
    ... Player set jump strength to jumpStr
    ... Player Simulate Jump
    ... Set jumpStr to 0
    

    This will allow charge the jump from 100 to 1000 over ~2 seconds.

  • Try adding "System For Each Button" as the first condition in that event.

  • CloudDealer

    There are multiple problems with your JSON file. Press F12 in preview and you will see an error message saying that JSON data can't be parsed.

    First, you can't use comments "//" in JSON. But there are other issues too - extra commas and closing brackets. Use any online JSON validation tool to check and fix your JSON data.

  • On Every Tick
    .. Gun Set position to Player position
    .. Gun Set angle toward position (Mouse.x, Mouse.y)
    .. Gun Move Forward 50 pixels