dop2000's Forum Posts

  • I have already checked this topic and want something like that.

    https://www.construct.net/en/forum/construct-2/how-do-i-18/border-radius-sprite9-patch-151558

    So what exactly is the problem? There are screenshots and links in that post.

  • I am not aware of such bug in C3, but there are definitely logical mistakes in the screenshot you posted. Can you share your project file, or an updated screenshot of events?

  • Sorry, here is the correct expression:

    lowercase(left(Browser.language,2))

    The result will be "it", "en", "fr" etc.

  • This is seriously awesome! Congrats!

  • For movement buttons you need to use "Is" conditions - Is Button Down and Is Key Down. Try this:

    Gamepad Is Left button down
    OR Keyboard Is Left key down
    	Set Control_Left=true
    ELSE
    	Set Control_Left=false
    
  • You can try Car behavior with "Simulate accelerate" executed on every tick. And only steer left or right with the thumbstick.

  • It probably won't be just "it". Language code may will look like "en", "en-US", "fr-FR", "es-ES" etc.

    You need to extract the first two letters:

    lowercase(left(Browser.language),2)="it"

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  • What do you mean it doesn't work? It was always working fine on all platforms.

  • You are using a mix of two different event types - for gamepad you have "On button pressed", and for keyboard "Is key down".

    "On pressed" is a trigger, it fires only once when you press the key. "Is key down" is a continuous condition, it fires every tick while the key is down.

    Normally for actions like character movement you need to use "Is down" events, and for actions like activating a button or firing a weapon you use "On pressed".

  • All three events on your second screenshot are executed every tick - about 60 times per second. It's not recommended to write to (or read from) Local Storage on every tick. You need to make sure that "Set item" actions are only executed once when the level is completed.

    Also, you can remove all "Get item" actions from the first screenshot, they are not required.

  • Try this one:

    dropbox.com/s/9z0t05t4bw5ozgs/Thumbstick_car.c3p

    I also updated the thumbstick code, should work better now.

  • Use Video object to play videos.

  • I am not sure what I meant by tags in that post... Probably storing different images in Local Storage under different keys.

    By the way, you can create multiple instances of BinaryData object. Add an instance variable "tag" to BinaryData and there you go - you can load each image into a separate instance of BinaryData with its own unique tag. (in theory at least, I haven't tried it)

  • You can disable event 14 in that demo and enable "Simulate Controls" group. Also, set small acceleration and deceleration values in the Player's 8direction behavior - player will start "drifting".

    Another option would be using Car or CustomMovement for the player.