dop2000's Forum Posts

  • 1st layout - why do you loop to array.height? I don't know your array structure, but it's usually array.width. Also, when you are loading multiple images into one sprite, you need to load them to different frames. Otherwise all sprite instances will have the same image. So you create a sprite, change its frame, and then load image.

    2nd layout - after you switch to another layout, "hm" sprite is no longer available. Even if you set it as Global, this layout doesn't know which sprite was tapped. So before changing layouts you need to save hm.Qname in a global variable and then on start of the second layout use that variable to request a file with AJAX.

    .

    You need to start using debugging tools. Run the game in Debug Mode, you will be able to see the array content, how many hm sprites are created, instance variables for these sprites etc.

    Also, use "Browser Log" to output debug messages. For example, after "AJAX request hm.Qname" add another action:

    Browser Log "Requesting filename: " & hm.Qname

    Then run the project, press F12, open Console and see what happens.

  • Check the origin point position in the progress bar sprite. If you want it to grow from left to right, than Origin image point needs to be set at X=0.

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  • Your link still leads to the same old version of the project.

    The problem with your animations may be with the collision polygons. If polygons are different in different frames/animations, this can trigger events like "On fall" at the wrong time. It's recommended to have the same collision polygon in all frames, or use a separate sprite with Platform behavior.

  • ..................
    	Function call "CreateObjectByName" (parameter: "Zombie")
    
    
    On Function "CreateObjectByName" 
    	System create object by name Function.param(0) 
    

    You can also add all such objects to a family and use "System Pick last created Family" event, if you need to change some other properties of the created object.

  • Where did you see "loopindex" in my comment??

    Change all Touch.X with Touch.X("UI")

    Change all Touch.Y with Touch.Y("UI")

    Everywhere, in all formulas!

  • Your layers have different parallax. Try replacing Touch.X with Touch.X("UI"), same for Touch.Y

    Here is a demo:

    dropbox.com/s/7p6fgru06zrzvpj/Thumbstick8Direction2.capx

  • Yes, probably. How are you creating them now?

  • When you create random images for different quizzes on the layout, you can also set a corresponding file name with quiz questions for each sprite (add it to an instance variable "quiz_file_name"). Then on tap you can simply request Sprite.quiz_file_name with AJAX.

    I'm not watching a 24-minute video of some guy typing in Notepad, sorry :)

    Please post your project.

  • jigwe976035 There is a demo project in Construct, which demonstrates how to use Local Storage.

  • Instead of "AJAX request project file" use "AJAX request URL", where URL is the file name. So you can change your code like this:

    Touch On Tap gesture on Sprite 
    	Sprite animation frame=0 : AJAX request URL "quiz0.json", tag "quiz"
    
    	else
    	Sprite animation frame=1 : AJAX request URL "quiz1.json", tag "quiz"
    
    	else
    	Sprite animation frame=2 : AJAX request URL "quiz2.json", tag "quiz"
    
    

    Instead of animation frame you can use some other condition, or even an instance variable on the Sprite containing the file name string.

  • Are you sure you posted the correct file?

    1. I don't see any events that are supposed to change animation. Try something like this (screenshot from someone else's game):

    2. I couldn't find the way to die on first level. I think the problem is that you are not resetting "lives" variable. Also, you set layer 1 visible, but your "level failed" is number 3. I always recommend using layer names instead of numbers, this way when you add more layers in the future, you'll not have to change events.

    3. You have "Letterbox Integer" scaling mode set in project properties, try different scaling modes. Tutorial:

    construct.net/en/tutorials/supporting-multiple-screen-sizes-77

  • First, "not equal" operator in Construct is "<>", so change event 30 to "Pick Sprite by evaluating Sprite.AnimationFrame<>3". Or you can use "Sprite compare frame =3" and then invert this condition.

    Once you picked all sprites with frame<>3, you can't pick another sprite with frame=3 in the same event. To do this, you need a family which will act as a different object. Add Sprite to a family, then use "Pick Family with animation frame=3" in event 31, and pin Sprite to the Family.

  • I found a bug in this plugin, "Scale the pin coordinate" setting doesn't work correctly when the angle between two objects is a negative value (say, -160 degrees). Here is a fixed version:

    dropbox.com/s/gcnjgyj15saog8d/PinPlus_dop2000.zip

  • You need to wait 1 tick after creating object instances, before trying to access them. Try changing the code like this: