dop2000's Forum Posts

  • Hi Tom

    Seems like redirection from scirra.com is broken. Old links from these posts are no longer working. Could you check please?

  • Why are you posting in C3 forum if you are using C2?

    There is Canvas addon for C2 which you can try.

  • It's just an example, there are lots of things you can change.

    You can set different colors to the Bar sprite (make sure to remove Fade behavior from it).

    Or instead of the polygon, you can draw lines on the DrawingCanvas with different colors.

  • I made this some time ago, modified official template:

    dropbox.com/s/sp4t2olnpgu870y/CircualarAnalyzer.c3p

  • I'd like to modify that .json file at runtime

    You can't make any changes to the project file in runtime. If you want to save new data in the array, save it to Local Storage. Next time the game starts, check if there is saved data in Local Storage - if there is, load it from there. If there isn't, load the default data from json file with AJAX.

  • other stuff will spawn 2 times instead of 1.

    Check that these objects are not set as Global.

    another 20 stuff go BOOM BOOM.

    The most likely reason stuff goes BOOM BOOM is that you made a boo-boo programming it :) Unfortunately this is all I can tell you from the information you provided.

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  • Can you share your project file?

  • You can use "watering"&loopindex as the name of the imagepoint where particles will be spawned.

    Or just add them on the layout and attach to the sprite using hierarchy.

    dropbox.com/s/6nh768em0c1ws4n/PinParticles2.c3p

  • Maybe I don't understand the task, but if you pin particles to the sprayer, they will work exactly as you described.

    dropbox.com/s/p2bmrms4opya4vo/PinParticles.c3p

  • The blue Sprite moves with constant speed regardless of the framerate. You can check this by measuring the time it takes to get to the right edge of the screen - this time is always the same.

    The problem is with Sprite2, the one with TileMovement. I'm not sure why you are interrupting its movement, but as a result its speed is different at different FPS.

  • If you can't use ScrollTo behavior, you can shake the screen with events - scroll to player position + random offset. However, this will not work if the player is close to the layout edges and unbounded scrolling is disabled.

    Why does unbounded scrolling break your game? You should be able to enable it and limit the scrolling with events:

    Scroll to X: clamp(Player.x, viewportWidth(layer)/2, layoutWidht-viewportWidth(layer)/2)

  • Add Pin behavior to Particles object. After your spawn them and set their angle, in the same event add "Particles Pin to Sprayer" action.

    Now particles will be attached to the sprayer, and will move and rotate with it.

  • You can use Pin behavior and pin particles to the sprayer object. Make sure to tick "Pin angle".

    Or create Hierarchy - add particles as children to the sprayer.

  • You can add images for level 2 as animations to the same sprites. But a better option would be using families. For example, if you have different monster sprites on level 1 and 2, add them all to the same Enemies family. Configure instance variables and behaviors on the family. And use the family in all events.

  • You definitely don't need to duplicate any content. The beauty of Construct is that everything may be reusable - objects, layers, events.

    Two levels in the game can share many resources. For example, layers like background or HUD can be set as Global. This way you only need to create it once on the first layout.

    Add instances of objects, don't clone them! If you have a zombie on level 1 and want to add a zombie on level 2, just drag&drop the same object, don't create Zombie2 sprite.

    Also, set the same event sheet for both layouts. If any events need to be different on level 2 for example, you can add specific conditions, for example "If LevelNumber=2 ....."