dop2000's Forum Posts

  • So when you go to another teleport, you return to teleport 1 again?

    You can add an instance variable "isActive" to Teleport sprite. And set teleport isActive=false after it has been used. And when choosing a random teleport, pick only active ones.

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  • I can't download that plugin. You really should remove all addons from the file before posting on this forum..

  • What do you mean? You go into teleport 1 and remain teleport 1, not teleported anywhere?

    Or you go into teleport 1, exit at teleport 2. Then go into teleport 2, exit at teleport 1?

  • First, your project is in C3, and you are posting in C2 forum.

    Secondly, I can't open your project, getting "Failed to open" error. Probably because of the MoveTo addon, try removing it and re-uploading the file.

    Also, your project is using Construct 3 runtime, where did you get MoveTo addon compatible with C3 runtime?? I thought there are no addons for C3 runtime available yet.

  • Sprite - Pick by unique ID, and then right-click and invert it. Because you don't want the same teleport to be picked on random.

    See my screenshot - event #3 should be nested under #1 (sub-event).

  • Here you go:

  • I didn't try it, but I believe Drawing Canvas is very similar to Paster addon for C2, where you can paste multiple sprites on to the canvas, or even the entire level.

  • First of all, use "For each enemy" event under the "Every 1 second".

    You shouldn't check if enemy is overlapping enemy, because.. just because. Create a family EnemiesFamily with the Enemy sprite, and change your events to "Enemy is overlapping EnemiesFamily", this way you can refer to both instances in the event separately - overlaper and overlapee..

    Also, take a look at Rexrainbow's addons for grid-based games:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-board-layout2board-beha-47187

    Moveto behavior to easily move enemies from one tile to another:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-moveto-40701

    Pathfinding for grid:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-easystar-js-pathfindi-96215

  • If you make sure that there is always the same symbol separating words (space may be the obvious choice), then you can use tokenat and tokencount expressions.

    variable currentWord=0
    
    Keyboard on Enter pressed:
     Text set text to trim(tokenat(fileData, currentWord, " "))
     Add 1 to currentWord
    

    You can also use tokenat() with newline separator to break text into paragraphs, and then break paragraphs into words.

  • SnipG We've actually discussed this with you here:

    github.com/Scirra/Construct-3-bugs/issues/1639

    I believe this bug is not really isolated to the TouchID, TouchIndex is affected as well. The problem is that sometimes "touch end" event is not triggered on certain devices, and that particular touch becomes "stuck" and is never cleared. As a result, any new touch will have TouchIndex>=1. You can add events to recognize these "stuck" touches and ignore them.

  • You can achieve something similar with a new "Drawing Canvas" plugin in C3 runtime.

  • Use instance variables. For example, add "isSelected" variable. When the first card is picked, set isSelected=true. When computer needs to select another card, search for a card that has the same animation name and isSelected=false.

  • SnipG Could you elaborate on this? I suppose TouchID can be re-used on some devices (therefore may not be unique). But it's very unlikely that any device will allow having multiple touches with the same TouchID active at the same time. So it still should be a good way to identify and track different touches.

  • What's the problem?

    Spawn one bullet, set its angle of motion to (character.angle-30), spawn another bullet, set angle of motion to (character.angle), spawn third bullet set angle of motion to (character.angle+30)

  • AllanR OP never explained what he needed. And if you look at his previous posts, you'll probably lose any interest in helping him.

    It's possible to add a couple of additional events into my version to prevent the situation you described - save TouchID of the finger which is touching the movement buttons, and if this ID is no longer touching the buttons, ignore it. Same with the touch controlling the beacon.