dop2000's Forum Posts

  • When you create new objects in runtime, they inherit properties not from the family, but from that one object instance which you placed on the layout in editor. You know how Construct requires at least one instance of each sprite to be placed on the layout? This instance is used as a reference to create all other instances of this sprite in runtime.

    So, for example, if you define "Health" instance variable on the family Enemies, you can still set different default health for each enemy type.

  • You think of a family as of one big object, which is wrong. There is no such thing as "family visibility". When you create an instance variable on a family, what actually happens is you are adding a copy of this variable to each member of the family.

    So each sprite has its own copy of this variable, and each instance of the sprite has its own value in this variable. If you toggle it for existing instances (setting it to true) and then spawn new instances (with default value of false), you end up with a mix of true and false values.

    .

    Like I said, if you want to control visibility of all family instances at once, you need a global variable:

    If bDebugVisibleGlobalVar=1 -> Family_Debug_Sprites set visible
    Else -> Family_Debug_Sprites set invisible
    

    To toggle it between 0 and 1 you can use this expression:

    Set bDebugVisibleGlobalVar to (bDebugVisibleGlobalVar=0)
    
  • julianlee

    Maybe this phone has a slightly different version of the font or text scaling setting etc.

    Have you tried making the Text Box bigger (both wider and taller)?

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  • b_DebugIsVisible is an instance variable. This means that each sprite instance in this family has its own value in b_DebugIsVisible.

    If you want to toggle visibility for all sprites, you need to use a global variable.

  • Also, when you are moving or rotating physics objects, you should only use Physics actions (apply force, apply impulse, set velocity).

    Try not to change their angle or position directly or use any other non-physics behaviors like Bullet, Rotate, Pin etc.

  • C3 does have an Array Editor.

    In C2 I like using CSV plugins - you create a table in Excel, save as CSV and import to Construct. CSV is a text file, so it's easy to make changes to it.

  • Round(number/4)*4

  • Try Pathfinding behavior to move enemy to player's position every few seconds.

  • Create a new layout, name it "Assets" or "Unused" and put all your sprites there.

    And read a few tutorials.

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  • I doubt there is any plugin for that. But if you already know which objects you need to remove and want to check if they are used anywhere, do this:

    Rename them - add "_ToDelete" to their names. Then save your game as a folder project and search all xml files in \Layouts and \Event Sheets folders for "ToDelete" string. If nothing found, then they can be safely deleted.

  • There are two ways to fix it:

    Change "Set angle=No" in Bullet behavior and use "Bullet0 set angle of motion to Bad.angle+N" action.

    Or keep "Set angle=Yes" and change all action to "Bullet0 set angle to Bad.angle+N"

  • After particles have fired, you don't have control over them. So if your rocket is moving fast and you don't want the thruster particles to lag behind, you should either set a very short timeout for them, or make your own particle effect using sprites.

  • Sprite set animation to (Sprite.AnimationName="Animation 1" ? "Animation 2" : "Animation 1")

    .

    This should work. If it doesn't, there must be some problem with your code. Maybe this event is executed on every tick and animation constantly changes from 1 to 2 and back.

  • Here is a quick demo I made:

    dropbox.com/s/pnwi8nsax7n6e36/BloodTrail.capx

    If you want to get rid of gaps, change the size of the Blood sprite, or its collision polygon. You can also make several different frames and select one at random.