dop2000's Forum Posts

  • You can use PlatformInfo.ScreenWidth and PlatformInfo.ScreenHeight expressions to estimate the size of the physical screen, and then resize your virtual pad accordingly.

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  • Actually, seems like you need to increase gravity for faster falling. Try this:

    Platform is falling -> Set gravity to 2000
    Else -> Set gravity to 300
    
  • If you need only the top of these 100 objects to be clicked, the best solution is to add them all to a family and then do "On Family clicked, Pick top instance".

  • Add a second (inverted) condition -

    On Object Sprite2 touched
    AND Touch is not touching Sprite1 - Sprite2 Subtract 1 point
    

    Or, if you are using Mouse -

    On Object Sprite2 click
    AND Cursor is not over Sprite1 - Sprite2 Subtract 1 point
    
  • Why do you need another behavior? It's rarely a good idea to use Platform with other movement behaviors.

    You can do this:

    Is Touching -> Accelerate 1000 at angle -90
    Else -> Accelerate 500 at angle 90
    
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  • I think any movement is limited by Max Speed value. So if you need a faster fall speed, you will have to change Max Speed with an event when your character starts falling.

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  • "Is overlapping" condition will pick both instances. But you can add other conditions or sub-events, where you can pick one instance among them. You can use conditions like Pick random, or Pick nearest to the crystal.

    If you want to remember which character was first to find this crystal and pick it, it's a bit more difficult. I made a demo:

    dropbox.com/s/9y2yyvo7q8zlbwr/CrystalHunters.c3p

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  • Not sure if I understand your question. There are events that are picking just one instance, for example: Pick nearest/furthest, Pick Top/Bottom, System Pick Nth instance, System Pick Random.

    You can also use System For Each loop.

  • You can open tmx file in Notepad and check how many records are there in <tileset> group. Should be just one, for example:

    <tileset firstgid="1" margin="0" name="ObstacleMap" spacing="0" tileheight="32" tilewidth="32">
     <image height="32" source="ObstacleMap.png" width="32" />
    </tileset>
    

    You can remove extra tilesets from the file, but then some tile images will be missing in Construct. (you'll need to edit the tilemap image)

  • Hi Colludium I found (and fixed) a bug - if you request Polygon.GetPolygonTextureCoords several times, the values in the array get corrupted. Here is the fixed version, see line 167 in Instance.js

    dropbox.com/s/8nybw2bwuxt6vd0/Polygon.c3addon

  • Does it work well in preview? Try pressing F12 in the browser an check console log for any errors.

    It's odd that you are saving the game at the end of the level, before creating all those objects. So when player chooses to continue, all those delayed actions will run again. It would make more sense to save at the beginning of the next level.