dop2000's Forum Posts

  • No worries! And thanks for the coffee!

  • You can create an instance variable "Comment". I don't think there is any other way.

  • Even in test mode, Admob sometimes doesn't serve ads, you may need to wait.

    Also, you can try with unchecked "Test mode", but don't click any banners!

    If nothing helps, you can try collecting logcat log from your phone, maybe you'll see the error message there.

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  • When LS works differently in exported game, this usually indicates that you've implemented it wrong. Can you post a screenshot of the event sheet?

  • Here you go:

    dropbox.com/s/o5fvtfgeecrqgba/Copy%20of%20ThetaProphet_2.c3p

    Click any enemy, the whole chain will start flashing.

    By the way, I suggest making the grid 44x25 or similar. Check out this article, it was really useful for me:

    redblobgames.com/grids/hexagons

  • You need to post your C3P file, not an exported game.

    You can use image points to detect neighbors on a hex grid. Define 6 image points like on the picture below, and you can check if any enemy is overlapping them in a loop:

    For "" from 1 to 6
    System pick Enemy overlapping point Hex.ImagePointX(loopindex), Hex.ImagePointY(loopindex)
    

    .

  • There is an old C2 plugin, but I'm not sure if it can be ported to C3.

    In C3 you can probably paste the sprite to DrawingCanvas, save canvas snapshot and then use some JS to convert it to Base64. Try googling "imagedata to base64 javascript", there are quite a few examples.

    If the image is small and you don't necessarily need it to be in Base64, you can save snapshot pixel data in an array.

  • If you need 2 depth layers, you'll have to add a second tilemap.

    You can do the whole thing with sprites, but don't hard-code x/y coordinates - this is never a good idea. Add gridX/gridY/gridZ variables to the tile sprites, that will correspond to array x/y/z. And calculate layout coordinates based on these variables.

  • If you need to repeat the same event more than 2-3 times, this is an indication that it can be optimized. For 6x6 grid, the way you are doing it now, you'll need 144 events for saving and loading!

    (Eventually it will be 6x6x2)

    What's 2 here? 2 colors or 2 depth?

    .

    Anyway, here is how I would do it:

    dropbox.com/s/pde2vgxpfnubx9l/TileEditor.c3p

  • LOL

    Your code is terribly inefficient. What if you need a 20x20 grid - will you create 400 events for loading and 400 for saving?

    If your sprites are always snapped to grid, you should use a TileMap. Either snap sprites to tilemap, or don't use sprites at all.

  • Sprite -> Load image from URL

    If it doesn't work, press F12 and check errors in Console log. If the error is about CORS, search this forum, there are plenty posts about how to fix it.

  • Try experimenting with different collision polygon shapes.

    For example, in one of the games with lots of slopes I'm using this polygon (the character is facing right here):

    Also, make sure you move your character only using Platform actions. If you change its position directly or with other behaviors, this can mess with Platform's collision handling.

  • You can use Tween instead. Tween the opacity property, and you can stop the tween if needed.

  • You can add another action after the "Spawn":

    Explosion set size to (Enemy.width*2, Enemy.height*2)

  • angle(0,0,VelocityX,VelocityY) will give you the angle of movement, compare it with the car angle.

    For example, using "Is within angle" condition - one angle within 45 degrees of another.