dop2000's Forum Posts

  • 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.

  • How is it different from what I suggested? You first create a "database" of states either with constants or a dictionary or some other data storage method.

    Then in the layout editor you initialize your instances with state code names - "STATE_RUN", "STATE_IDLE" etc.

    And then in runtime you lookup actual values for each state code in the dictionary or from constants using a bunch of "if" events.

    .

    Or do you mean you want to select values for object's instance variable from the list, rather than type them?

  • I don't understand what you are trying to achieve.

    You have a gazillion of actions like "Bullet set angle of motion to Bad.angle+N", but your Bad.angle is always 0, because it doesn't rotate. So when you add 80 or 90 degrees to it, the bullet flies down, as it supposed to.

    If you want to aim at the player, you need to set angle of motion to angle(Bad.x, Bad.y, Player.x, Player.y)

    Or, since you have "Set angle=Yes" setting on your bullet, you can simply use "Bullet set angle towards position Player.x, Player.y"

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  • You can create a bunch of events like this:

    If Character.State="STATE_RUN" -> Character set State to STATE_RUN

    Unfortunately, there is no other way to access variables by their string name.

    .

    Also instead of the constant variables, you can use a dictionary:

    Key="STATE_RUN", value="run"

    KEY="STATE_IDLE", value="idle"

    Character Set animation to StatesDictionary.Get(Character.State)

  • Construct 3 r104 on Windows 10 laptop with touch screen.

  • Your code is pretty messy.. Why didn't you use any of the suggestions from your previous post?!

    Anyway, here is my version, hope it helps:

    dropbox.com/s/a8oi9mxwmzo2g5c/rampancy_dop.capx

  • Just check if this blue area is already overlapping an existing turret (inverted condition).

    Blue area is NOT overlapping turret -> Spawn new turret

  • Bump!