dop2000's Forum Posts

  • You can change the size of spritesheets, but it's not possible to switch it off completely.

    If for some reason you need image files to be separate, you can add them to the Files folder and load into each object on start of your game. But this may be a lot of work.

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  • When you add new instances of an object, Construct copies everything from the first instance of this object in the project. So if your first instance of tilemap has some map drawn on it, then all other instances will be created with this map.

    You can simply erase all tiles. Select a large area, then switch to eraser tool and clear the whole tilemap.

  • Make a reserve copy of this file, rename its extension to .zip

    Try to extract files from this zip, if the system tells you that the archive is corrupted, there's probably nothing you can do.

    If you are able to extract files, try opening the project again in C3, press F12 and check if there are any error messages in the console log.

  • Do you want to pick all instances, or all excluding the clicked one?

    You can use System Pick All condition inside this event. And if you need to exclude the clicked instance, you will have to save its UID in a local variable and add another condition - Pick By Evaluate Sprite.UID<>ClickedUID

    • Post link icon

    Hmm, where do you file a bug report.

    github.com/Scirra/Construct-3-bugs/issues

  • Ashley As I understand, the task is not to lock the game to a specific domain. Op wants to be able to disable the game remotely. One possible scenario is when the project is delivered to a client and they are refusing to pay.

    RBuster

    the cross-domain problem makes this possibility unfeasible since the game files will be on another server and not on mine.

    Are you sure that cross-domain request are disallowed on their server? This will make other solutions (like checking online time) unusable too.

  • Do you have any example of this solution?

    Are you using any arrays or dictionaries, do you have files imported to your project?

    If not, just think of something that is important in your game. For example, player position on start of the level. Or the number of enemies, or their LOS distance etc.

    Let's say your player position should be (200, 420). Create two variables PlayerStartX=9999 and PlayerStartY=9999. Set player position to (PlayerStartX, PlayerStartY) on start of layout.

    Put the correct values 200 and 420 into the file on your server. Request this file on start of the game, read values into PlayerStartX and PlayerStartY variables. If the file is genuine, your game will work correctly. If the file is not available, or if it contains wrong data, the player will spawn at (9999,9999) and your game will not work. It will look like a bug, and any potential hackers will have a hard time figuring out what's wrong.

  • Try Shift+Enter

    Also, you might need to change textbox type to Text Area.

  • I plan on using AJAX and requesting a text file, and when it is complete, read this file, and compare the text. Do you think that would not be enough?

    No, this will be quite easy to hack. Yes, it's possible to find in the source code what file you are requesting and what value you are comparing its contents to.

    So the most robust method is to read some actual data from the file, without which your game will not function properly. Like the inventory array, or some config values, or tilemap JSON etc. So even if hackers substitute or disable the file check, they will not be able to play the game without that data.

    Of course, if you are not worried about hackers and just want to be able to temporarily lock/unlock it on the server, then you can simply check if the file contains some password.

  • something that checks if a file is located at a URL (on my server in this case)

    Yes, I think this is the right way to do it. But I suggest actually reading some useful data from that file. For example, contents of some important array, used in the game. This way it will be much harder or even impossible for someone to hack your game without that file.

  • Yes, I think it's possible. I would probably do this with invisible marker sprites, green blocks on the picture below.

    Define a bunch of instance variables on markers, to store parameters of the next corner - circle radius, orbit target (circle center), orbit offset, orbit distance.

    Move the car to the first marker. When arrived, set orbit parameters from the instance variables. After the car orbited a specified number of degrees, move to the next marker and repeat.

    But for a complex track it may be easier to use some other method, like building the path with waypoints.

  • Here is a less mathy approach with MoveTo and Orbit behaviors.

    dropbox.com/s/657i4vzn8wratk4/RaceTrack_orbit.c3p

  • I don't know why your loop never stops, maybe you are running it on every tick? You should probably run it only once on layout start, or when JSON is loaded. There is a template in C3 which shows how to load and read data from JSON, check it out.

    Regarding images loading - each image needs to be loaded into a separate frame. So you need to create enough empty frames in the sprite, and set animation speed to 0.

    In runtime you need to create a sprite instance, set frame 0 and load image from URL. Then create another sprite instance, set frame 1 and load image. Repeat for all images in JSON.

  • el3um4s Is it ok if I put a free demo with this color picker trick on my website? I will credit you of course.