dop2000's Forum Posts

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  • Does it jump at all? Try increasing jump strength in behavior properties. Also check the position of Origin image point in all animation frames. Ideally, for Platform object the image point and collision polygon should be the same in all frames/animations.

    Changing animations properly in platformer game may be a tricky task, I suggest you check some tutorials, see how other people do this:

    scirra.com/tutorials/all

    Here is one example:

  • I don't think it's possible. You can do Fade, bounce and other effects with Construct behaviors.

    scirra.com/manual/95/fade

    scirra.com/manual/103/sine

  • I'm not sure I can help you further with this.. I would try saving the project as a folder (or simply unzipping capx file), and replacing images from an old backup copy. Or copy all files to another PC and try to open there. Or maybe open all images in a software like Photoshop and save them again with the same name (to restore metadata).

  • Objects on an unused layout don't affect instance counters or anything else. The project is cleaner this way, and you don't have to remember to destroy such instances. So I'm using the Assets layout in most of my projects.

    Of course, there is no point in dumping everything onto the Assets layout, only put objects which you need to spawn during the runtime and which don't already exist on other layouts.

  • Yeah, your entire loop is done in one tick, that's why the progress bar is not updating.

    Try something like this:

    On every tick
     For "outerLoop" from 1 to 200 : Add 1 to X
     if X<=int(TextBoxX.text)
     ...For "InnerLoop" from 1 to int(TextBoxY.Text) 
     ......[do some stuff]
     ......[update progress bar]
    

    This way you'll process numbers in small portions on every tick. If TextBoxX=10000, this will take 50 ticks. And your progress bar will work.

  • I made a demo for another post, you need to install Rex's TimeAway plugin:

    dropbox.com/s/6fmdstyyke9wa9g/TimeAwayL-2Timers.capx

  • Have you tried different browsers? Are there any errors in browser console log? Maybe some other files got corrupted too..

  • There is quite a lot of information in the internet about this error. The common cause appears to be a broken image format, or a broken image URL.

    A few posts on this forum suggest that there may be an issue with loading-logo.png file. Make sure it exists in your project, is in the correct folder, try replacing it with a different image.

  • You can't create a Timer event with any tag. I guess you can loop through all possible hour:minute combinations, but this will be a very bad and slow solution.

    So you need to think of something else. If only one timer can be active at a time, store its start time in an instance variables. If you need multiple timers running, maybe create a timer queue with an array.

  • Construct requires at least 1 instance of every object to be added to any layout (in the editor). This instance is used as a reference when you are creating new instances of the same object with events. For example, if you set angle=30 to that instance, all new instances will be created with angle=30 degrees.

    If there is no "reference" instance, then Construct doesn't know how to create new instances. That's why your project doesn't work when you delete the sprite from the layout - it simply stops with an error (if you open browser console, you'll see it).

    You don't need to add that reference instance to your main game layout. A common approach is to create an unused layout called "Assets" and keep all such instances there.

    If I add an event to destroy that very first instance, it seems even not to create the other instances.

    It works if you do it like this:

  • I don't understand you.. You want to disable teleports completely after they have been used? Then you should set Active=True for all teleports on start, and after teleport is used set its Active=false. Also add another condition after event #59 checking if Active equals true.

  • Have you tried selecting File -> New -> and choosing any of the shooter templates? Or searching the tutorials section?

    .

    Add "health" instance variable, on collision with enemy subtract from health.

  • I never used Rex's rex_grid_move plugin, but seems like it's what you need.

    I recommend installing MoveTo anyway, it's a very popular and versatile behavior.