dop2000's Forum Posts

  • You don't need to set them immovable or wait, creating a joint should be instant.

    Check out this demo:

    howtoconstructdemos.com/create-a-realistic-chain-or-rope-with-physics

  • There is a desktop app.

    But believe me, it has more problems than the web version. I've been using it for several years, but it became practically unusable lately, so I had to switch back to web.

  • You need to change project ID.

  • Xangetor Please check that you've imported GestureRecognizer.js into Script folder and set "Purpose=Import for events" for this script (on the Properties panel)

  • There is probably some issue with project properties. Maybe the project name contains an invalid character, or some file is missing, or something similar.

    Are you using C3 build service? Can you share your project?

  • It's just a hunch, but try checking that you have all the required icon sizes in Icons folder. Click on each file and make sure that it's set as "App icon". If you are using a loading logo or storyboard splash, add these images too and set their Purpose property correctly.

  • I don't understand - you expect that people will be running your game without closing it for several months?

    You can use Date object, use Date.GetMonth(Date.now) expression to get current month number. For example 0 is January, 1 is February etc.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/date

  • That's how I originally did this. However, like I said, the tilemaps are large and complex, and updated often. Many tiles have custom collision polygons, many tiles have disabled collisions. Maintaining cloned copies of these tilemaps just for collisions will be difficult.

  • Did it actually work? Collision polygons from these tilemaps no longer visible in the layout editor? Did it improve the performance too?

  • You'll have add this block for each tile:

    		"0": {
    			"collisionPoly": {
    				"points": [
    					0,
    					0,
    					1,
    					0,
    					1,
    					1,
    					0,
    					1
    				]
    			},
    			"useCollisionPoly": false
    		}
    

    So if there are 10000 tiles in the tilemap, you have to repeat it 10000 times. I don't think it's a good idea to be honest.

  • Yeah, that's what we were telling you from the beginning. That's why I suggest checking variable values using Browser Log, you would've seen the issue straight away.

  • Sorry, try this one:

    (Overheat / 6) * (max(WeaponLevel,100) - 100) ^(1.5 * ((max(WeaponLevel,100) - 100) / 10) /2)

  • Try this:

    Save TextBox.TextHeight to a variable.

    Temporarily increase textbox height (for example to 1000px) and save TextBox.TextHeight to another variable, then revert textbox to its original height.

    Compare two variables. If their values are the same, then the text fits. If the second value is bigger, it means the text doesn't fit.

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  • Try this:

    (Overheat / 6) * (max(WeaponLevel,100) - 100) ^(1.5 * ((max(WeaponLevel,100) - 100) / 10) /2) ,1, 100)

    .

    If it fixes the problem, it will mean that sometimes WeaponLevel can be <100

  • If you are doing it just to hide collision polygons in the layout editor, then of course, it not worth spending hours turning collisions for each tile in each tilemap. It's much easier to move grass and trees tilemaps to another layer and toggle its visibility.

    If you feel confident editing raw project files, you can modify objectTypes/tilemap.json - disable collisions for a couple of tiles, save the project, open that file in Notepad++ and you'll see what to do. However, if you really have 150K tiles, this change will probably add many MBytes to your project size.