dop2000's Forum Posts

  • You can use a sprite - first frame contains one heart, second frame contains two hearts etc. Set the sprite frame to the number of player's lives.

    Or you can use a TiledBackground with a single heart. Changing its width will change the number of hearts visible.

  • Normally this shouldn't happen, unless you specifically stop the previous sound. Check out this example, you can click the buttons quickly and the sounds will overlap:

    editor.construct.net

  • Thank you for those insights! My games are exclusive to android devices, is it still work to switch to 60hz and observe performance?

    You should definitely try your game with different monitor refresh rates, I do this regularly to make sure I didn't forget to use delta-time or something like that.

    But the performance on mobile is vastly different. The game that works perfectly on PC may lag pretty bad even on a high-spec mobile phone. So I suggest you test it on different mobiles.

  • You probably need to remove "Array load" action from the second event.

    If this doesn't help - add browser logging to events, to see if they are triggered.

    Why are you using FileSystem for this? It would be easier to simply import the array into the project and request it with AJAX.

  • Check the official examples, you can find almost everything there.

    editor.construct.net

    There are plenty of other tutorials and examples:

    howtoconstructdemos.com/basic-game-template-with-home-screen-basic-menu-local-storage-win-lose-scenarios-c3

    howtoconstructdemos.com/simple-level-selection-screen

  • Why does that matter? Your workaround is running every tick

    I'm guessing one overlapping check + one variable check is less costly than two overlapping checks.

  • Unfortunately, "Else" block doesn't pick instances. Your workaround is pretty good, I would've done the same. You can optimize it a bit - move "Do the things" inside the "A overlaps B" event.

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  • "var" is a variable name. You need to store the value somewhere - you can store in a variable.

    Global Variable var=1
    
    Every tick: 
     Set var to min(var+dt, 4)
     Set layout scale to var
    

    This will increase var (and layout scale) from 1 to 4, over 3 seconds.

    You can do this without a variable of course:

    Every tick: 
     Set layout scale to min(LayoutScale+dt, 4)
    

    I suggest you use Tween behavior instead, it's easier, you can specify the time and target value, and you can choose a nice easing effect.

  • On Every Tick: set var to (var+dt)

    Or if you want it to not go over 2:

    set var to min(var+dt, 2)

  • You can select an object (sprite) which will be emitted by Particles object.

    This allows to control individual particles. For example, you can add Bullet behavior to that sprite. Then the particles will follow the settings you configure for them (blast), but will also move with the bullet behavior. You can change bullet speed and angle of motion in "Sprite on created" event to match the player speed/direction.

  • I use "Pick nearest to (0, 9999999)"

    I wish there was "Pick by highest/lowest" condition:

    github.com/Scirra/Construct-feature-requests/issues/55

    (please give the post on Github a thumbs up if you agree)

  • Try disabling all events related to 8direction behavior, or even all events in the project. If the player stops moving, then the problem is in one of the events. Then re-enable them in batches and you should be able to find the rogue one.

  • It is slow because I am stepping through the debug window to make it easy to see what is going on.

    And? You should be able to see in the debug window why the Player sprite is moving - either in Bullet or 8direction tabs it will have non-zero speed.

  • Check the margins setting in layout properties.

  • Check origin points and collision polygons, in all animations and animation frames.