dop2000's Forum Posts

  • Check out this link, there are two demo projects:

    howtoconstructdemos.com/spawn-objects-randomly-without-overlapping-2-capx

  • You will not be able to put the character behind a tree if it's a part of the tilemap.

    And by the way, you can edit collision polygon of individual tiles on the tilemap.

  • Check out this demo

    howtoconstructdemos.com/z-sorting-in-an-isometric-view-game

    Also, you can change the collision polygon in the tree sprite, make it smaller. You don't need a separate collision object.

  • Make the canvas global (not certain this is needed)

    Save snapshot

    Change layout

    Load snapshot

    That should work, but just to clarify, they are two different methods.

    1. Make the canvas global. When you switch layouts, the canvas object will not be destroyed.

    OR

    2. Save snapshot - Change layout - Load snapshot

  • Ok, if you definitely need to parse the text file, then here is the code:

    System Repeat tokencount(s, newline) times
    .. Array push back tokenat(s, loopindex, newline)
    

    's' is the variable containing AJAX.LastData. Make sure to set array default width to 0.

  • Does it need to be a text file, and will its content change often? In other words - do you need to read specifically that text file every time the game starts?

    If not, then it will be easier to create a new array file in the project and manually import all words from the file into it. If you create enough empty cells, you should be able to copy/paste all words at once.

    You will still need to request the array file with AJAX.

  • Is it Constructs that uses Immagepoint 0 if there is no ImagePoint 1 or something I did wrong ?

    Yes, if an image point doesn't exist, then the origin point (0) will be used.

    Also, if you want to change Objects animation frame only for an instance which is close to any of the Documents, you need to pick Object instances. When you use "System Evaluate expression", it doesn't pick instances, and it only checks the first instance of Objets and the first instance of Documents.

    So the correct usage should be something like this:

    Every tick: Objets: Set animation frame to 0
    
    System for each Documents
    System Pick Objets by evaluate: distance(Objets.X,Objets.Y,Documents.ImagePointX(1),Documents.ImagePointY(1)) < 100
     -> Objets: Set animation frame to 1
    
    
  • Simply move the origin point in the gun sprite further left. You can set it to negative coordinate, say -20.

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  • Are you zooming the whole layout in or out?

    Check that "unbounded scrolling" is enabled in layout properties.

  • You mean a glow effect? You tween a value from 0 to 100. And add another event:

    Sprite Tween "tag" is playing : Sprite set "Glow" effect parameter 0 to Sprite.Tween.Value("tag")

  • The problem is that you don't use lerp when camlock=false, there is no way to fix it.

    You need to use lerp in both cases. Also change the order of events and use delta-time.

  • The tutorials did not require me to set a new layer for the bullets, and now I don't have a HUD layer for my player.

    You always need to specify a layer (name or number) when you create/spawn an object. You must have left the default value, which is layer number 0.

    I suggest using layer names instead of numbers. This way if you insert new layers later, you won't have to change your code.

  • The player sprite is on layer "Layer 0" with 100% parallax. The bullets are spawned on layer "bg" with 0% parallax.

  • My reply was actually for PapitoMyKing. I meant to use Btn.ImageWidth and Btn.ImageHeight in expressions instead of Btn.Width and Btn.Height

  • Tween behavior is made specifically for this case. You can tween a certain parameter (like sprite opacity), or a numerical value.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/tween