dop2000's Forum Posts

  • If the total number of instances on the layout is the same, there will likely be no noticeable difference in performance.

  • If your variable contains object name, you can use a single "Create by name" action.

    And you don't need to save UID of the created instance. Use "System Pick Last Created Family" condition.

  • You can also check how it's done in the Kiwi Story template. There are two sprites - an invisible Player_Base with simple collision mask and Platform behavior, and Player_Mask with all animations.

  • Are you using the Desktop App? Try updating everything from links in this post:

    construct.net/en/forum/construct-3/general-discussion-7/construct-nw-js-desktop-app-131317

  • dropbox.com/s/18be3s3vp9g8vc6/GMTK%20Game%20Jam%202021-fixed.capx

    C2 has so many quirks - with Pin, OR-blocks.. This would be much easier to make in C3 using hierarchy.

  • I use a simple trick - put some character where you want to insert a line break, then replace it with newline in runtime.

    For example: Hello there,^general Kenobi!

    Set text to replace(array.at(index), "^", newline)

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  • You can make the collision polygons 1px smaller. To pin a neighboring sprite you'll have to again check for "overlapping on offset" instead of using "on collision".

    So when the player arrived to a new position, check if it's overlapping at a small offset (say 2 pixels) any new pieces in four direction. If it does, pin these pieces to the player.

    Answering your second question - you can put small invisible sprites in the center of each cell in the target area. When all these sprites are overlapping the player will mean that the level is completed.

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  • I can think of two options -

    1. Use "Overlapping at offset" to check if it's safe to move in the selected direction on the grid. You have to repeat this check for the main Player sprite and for all connected parts.

    2. Completely different approach - use a tilemap object as a Player. So each time you need to add a new piece to the player, instead of pinning it, add it as tiles to the tilemap. Tilemap is the only object in Construct which allows to modify its collision mask.

  • Here is an example:

    .

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  • Physics ragdoll must be made with phyiscs joints. You can't use Pin or hierarchy to connect body parts to each other.

    Hierarchy may be used only to spawn the ragdoll. Here is how you do it:

    1. Disable Physics by default for all body parts.
    2. Disable all "Transform X/Y/Width/Height" checkboxes in hierarchy properties for all body parts.
    3. Spawn the parent object, for example Body. All other body parts will also be automatically created.
    4. After "Wait 0" enable Physics for all spawned instances, pick children of this Body and create physics joints to them.

    Here is an example from my game

    (I don't need to pick children, because there is only one ragdoll on the layout at all times)

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  • I think the problem has nothing to do with families. "Physics disable collisions" action affects all instances of this object, you can not disable it just for one.

    I suggest you disable Physics behavior for the dragged block, and re-enable it on drop.

    By the way, you should avoid mixing Physics with other behaviors - Pin, BoundToLayout etc. It may cause all kinds of bugs. So this is another reason why you should disable Physics while dragging the block. And when it's dropped, make it immovable instead of pinning.