dop2000's Forum Posts

  • Replacing color for every object in the game will be difficult and probably bad for performance. It's much easier to do with an overlay layer, just need to find a nice combination of the base color+effect. Here is my attempt, based on InDWrekt's demo:

    dropbox.com/s/psk2dk5p3ooqn2h/DayNightCycle.c3p

  • I'm opening the same project file in r234.4 and r241, and the text is completely misplaced..

    EDIT: This seems to be happening with some web fonts imported to the project, and when bbcode is enabled.

    Bug report:

    github.com/Scirra/Construct-3-bugs/issues/4711

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  • Ashley I think it got much worse in r241.

    It definitely isn't centered..

    Will it stay like this now? Do we need to adjust texts in all projects?

  • You need to request this url with AJAX and parse it to JSON object. Then, if you want, you can copy data from JSON into an array.

    There is a template in C3 showing how to read from JSON.

  • Yeah, splitting the map into multiple layouts may be a much easier solution.

    I don't have much experience with multiplayer, but I'm pretty sure each peer may play on a different layout.

  • Have you tried the file I posted? It will give you the exact path.

  • Try "mission.0.conditions.0.condition1.A00"

    I made this project a long time ago, that shows path for all elements in JSON:

    dropbox.com/s/srgf9lme08by9wa/JSON-RecursiveRead.c3p

  • If you only need to change the color of clothes, the easiest solution would be to use Replace Color effect.

    If the images need to be different (t-shirt, long-sleeve shirt, coat etc.), you will have to attach clothes to the player using Pin behavior or hierarchy. With an animated player this may be a difficult task - you'll have to define image points for each piece of clothing in all animation frames, and probably create multiple animations for each piece of clothing as well.

  • I'm currently working on a game which has a very large map, just like you described - millions of tiles, many thousands of objects. Of course, you can't keep all these objects on the layout at all times, even if you disable behaviors and animations, the performance will be terrible.

    What I came up with was storing the objects in JSON object and recreating them in a small area around the player. And destroy objects which are outside of this area.

    One giant tilemap may be ok for performance, but you can also break it into smaller pieces. For example, make each town on a separate tilemap. Or create a grid of tilemaps. Re-create them around the player as needed.

    What I described is definitely not an easy task, took me weeks to do everything right..

  • JanMarc Press F12 in preview and open Browser Console, check if there are any errors when you are trying to load the file.

    If this doesn't help, you should probably create a post in "How do I.." forum.

  • If you have sprites with lots of animation frames, you can temporarily delete most frames, if you don't need them during the development. For example, if there is an animation with 100 frames, delete 99 of them. (of course, only do this if these frames will be easy to restore later)

    If you significantly reduce the number of images in the project, the preview will start much faster.

  • You can destroy an instance which plays a specific animation, just add a condition "Is playing".

    This code will destroy only the instance which was clicked:

    Mouse On Clicked Bob -> Bob Destroy
    

    This code will destroy the instance which was clicked, and only if it's playing "Tom" animation:

    Mouse On Clicked Bob
    Bob Is Playing "Tom" -> Bob Destroy
    
  • When DrawingCanvas.PixelScale is >1, there may be some data loss. Should be fixed now, please re-download the file.

  • You can get the object name using Family.ObjectNameName

    But if you need to run a behavior that is added to the object, and not to the family, you will need to pick the object instance. You can do this:

    Zombie Pick by unique ID = EnemiesFamily.UID
    .. Zobmie Restart Fade
    
    Vampire Pick by unique ID = EnemiesFamily.UID
    .. Vampire Enable Bullet
    
    etc.