dop2000's Forum Posts

  • For Bullet behavior gravity is in pixels. If your ball i moving up, with gravity=200 it will decelerate by 200px per second. If moving down, it will accelerate by 200px/s.

    For Physics behavior it's impossible to say, you should experiment with gravity, density and other settings.

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  • The easiest would be Bullet behavior, with gravity.

    Or you can use Physics with gravity, apply impulse to the ball at -90 degrees.

  • I hope you didn't add "wait" into event #4? Using waits in events that are triggered on every second is a bad idea.

  • I think you need to use BBCodeText.Width and BBCodeText.Height - the width and height of text object.

    .

    TextWidth and TextHeight properties are for measuring the actual text. (for example you can stretch the text object to be 1000px wide, but if you put only one word in it, TextWidth will return 50px)

    TextWidth and TextHeight become available after a small delay, because the system needs time to render the text. You are trying to access them on every tick, and that's probably why you are getting the error. Or maybe your text is empty. Or there is a bug in BBCode addon.. Who knows :)

  • TextWidth and TextHeight are read-only properties, you can't change them.

    Did you mean "Text: set Width" and "Text: Set Height" actions?

    Also, I don't see any code attached to your post. If you are trying to attach an image, after uploading it you need to insert it into the message using the img tag:

    [img=XXXX]
  • From my experience, "Force own texture" setting can also cause ~10-15 fps drop on a low-end mobile.

    But yeah, you are probably right, its all the calculations and behaviors that are constantly using CPU. I kind of have the same problem in my game, not sure if anything can be done about it. I added an event that disables some non-essential visual features (particles, blend modes etc.) when the fps is too low.

  • Add Browser object to the project and use "Browser On Back Button" event.

  • You can pick Enemy instances by any conditions you want (you can measure distance to the turret, check if it's in LOS, compare its instance variable etc). And once you selected the suitable instance, you "feed" it to the turret using "acquire target" action.

  • Have you tried searching this forum? There are several Google Maps addons for C2, some of them may be ported for C3.

  • Are you using any effects? Even simple effects can be very slow on mobile (at least on Android).

    There could be many other reasons why your game is slow.

    See how many collision checks are performed in debug mode. (anything under 100.000 per second should be fine).

    Check if you have any heavy events that are executed on every tick. Or maybe you are spawning too many objects and not destroying them. Also, try "Profile" tab in Debug mode.

  • Put all keys into a dictionary. Then save this dictionary in local storage.

  • You might need to use "acquire target" instead of "Add object to target".

    It's more work, but this way you have more control. So your event may look something like this:

    Every 1 second

    For each turret

    ..If turret doesn't have target

    ....Pick enemies that are in range and visible

    ......Pick nearest enemy to Turret -> Turret acquire target Enemy

  • I don't know, I'm not a psychic :)

    I have no issues running this code in NW.js

    Try pressing F12 and check console log, maybe there will be some additional information about the error. If you can't figure it out, please post the error message and a screenshot of your events or capx file.

  • No, it's one of the system expressions.

    Just copy and paste this into "TextObject Set Text" action:

    RegexReplace(str(v), "(?<=\d)(?=(\d\d\d)+(?!\d))", "g", ",")

    v is the variable with your big number.

  • Made a level with 15 bombs to see if it's possible to beat it.

    The answer is - almost :)