dop2000's Forum Posts

  • drutten There is a new feature in Mouse plugin - Pointer Lock.

    I haven't tried it, but I'm guessing you need to lock the pointer and then show your own cursor in the game, bounded by your window/viewport. You can use Mouse.MovementX and Mouse.MovementY expressions to calculate cursor position. Strangely, they only seem to work inside the "On Movement" event.

    Edit: see this demo

    dropbox.com/s/qfexm6x9l0lgw2s/PointerLock.c3p

  • Press F12 and check console log for error messages.

    Are any other nwjs features working?

  • The rate feature is controlled by mobile OS (iOS or Android). Here is a quote from Ashley:

  • Bullet behavior can bounce off solids too.

    If this doesn't help, please give more details about your game - is if top-down, platformer, or something else? Which behaviors are you using?

  • It has been like this since Construct 2.

    You can move files into sub-folders after the export. But you will have to change paths to these files in your events. For example, instead of Load "image.png" you'll have to use Load "Pics/image.png"

    There is a System condition "Is in preview" you can use to make sure your game works correctly both in preview and when exported:

  • Construct2 is also closed. You can still build apps with Cordova CLI or Android Studio.

    .

    The best solution is to migrate your game to Construct 3. It has it's own build service which is really easy to use. There is a working Admob plugin and third-party addons for other ad networks.

  • If you only need gravity, then platform behavior may be an overkill. You can control collisions with the ground with events. Say, when object is overlapping ground, set bullet behavior disabled.

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  • The easiest way is to add Bullet behavior, and set angle of motion to 90 degrees. It will constantly pull the player down. But it may interfere with other events in your game, so you might need to make some changes.

    Or simply set player Y to (self.y+100*dt) on every tick, where 100 is gravity speed.

  • I need repeating random much more often than non-repeating.

    But it would be quite useful to have multiple permutation tables, under different tags. Similar to how we can create multiple probability tables.

    Nepeo Do you think it's possible?

  • (the forum times out every time I'm trying to post a reply)

    My guess is that "Ex" means nothing. Scirra just couldn't use "rgb" because it's an old expression from C2 and they wanted to preserve compatibility with old projects. So they named two new expressions rgbEx and rgbEx255

    • Post link icon

    Move actions from event 4 into event 2.

    Also, don't use "Trigger once".

  • Permutation is like shuffling a deck of cards. You need to do it once before you deal the cards, not while dealing each card.

    Looks like only one permutation table is supported at a time. So if you need two lists with non-repeating values, you would probably have to use an array. Create a permutation table for letters, copy them in random order into the array one by one in a loop. Then create/reshuffle the table for numbers, copy them into the same array.

    There may be an easier way to do this, if you could explain what you are trying to make.

  • Put invisible circle sprites on the picture where the hints should appear. Then simply make them visible when player clicks the help button.

    You can set different tags or IDs for each pair of circles using an instance variable.