dop2000's Forum Posts

  • You can add an instance variable "sequence" to your squares, and when they are flashing, set sequence to 1, 2, 3.. etc.

    When user clicks the squares, make a variable clickCounter, increase it with every click on the squares. Compare clickCounter with square.sequence and if they don't match, it means that the user made a mistake.

    Or you can do this with two string variables.

    When squares flashing, set string1 to (string1 & square.UID & ",")

    When player clicking the squares, set string2 to (string2 & square.UID & ",")

    Then compare if left(string1, len(string2))=string2

    if not, user has made a mistake.

  • I think you can only use Touch plugin. Touch events work with mouse too.

  • Wai

    Have you tried building the apk using other services, like cocoon.io, phonegap?

    If jerking/flickering occurs only with C3 build, you should log this as a bug.

  • I tried on Xiaomi Redmi 4, with Android 6.0.1

    Tested the apk again - first few seconds some jerking, then smooth movement.

    Sometimes (maybe once in 10-20 seconds) the sprite jumps forward or back a couple of pixels, but it's hardly noticeable. I would suggest this is due to some background processes running on the phone.

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  • Have you tried different phones?

    I tested your app on my phone and it runs fine, no flickering. There are a few very small hiccups during the first few seconds, but after that it runs smooth.

  • What do you mean by "spawn an object from this"? From what, from the array?

    Also, you are adding each value into the array twice - one at the start of the array and one at the end.

    Run your game in Debug Mode, select your array and you'll see.

  • See the link I posted earlier, it has correct formulas for setting volume from the slidebar, and slidebar position from volume.

    • Post link icon

    Unfortunately, for me there is no improvement after installing r251.

    I experienced the biggest lags in the Sprite Editor (see this video). Nothing has changed with the update. It still takes about 4-6 seconds from the moment I double-click the sprite till the moment that little window with Image Points opens.

    Toolbars are updating slowly. If there are many animations in the sprite, clicking between them is painfully slow....

    Startup time ~30 seconds before and after the update.

    The lag when opening events dialogs:

    small projects: no lag

    big project (1500 events, 15Mb size): 1-2 seconds lag

    System: Windows 10, Version 10.0.16299 Build 16299

    i5-7200U CPU 2.50GHz, 8Gb RAM, SSD

    I did a clean install of r251, but I didn't restart Windows. Usually after the restart C2 works really well for a couple of days, and then things start slowing down..

  • In the Title layout:

    On Start of layout

    ...Audio Tag "music" is NOT playing -> Audio play "MyMusic.mp3" with tag "music"

    In Settings layout:

    On slidebar change -> Audio set "music" volume to slidebar.value

  • Here is an example of shuffling and dealing a deck of cards I did for another post (without the arrays!)

    https://www.dropbox.com/s/b7qmdni2wn9ze ... .capx?dl=0

    You'll need Rex's addon MoveTo to open it.

  • You need to pick 1 instance of the line, pick 1 instance of the ship, pin line to the ship. Then repeat with the next pair.

    How you do this depends on your code.

    If lines are spawned from the ship sprite, simply pin them in the same event, for example:

    On Space key pressed -> Ship spawn Laser; Laser pin to Ship

  • https://www.dropbox.com/s/2v0a6lxqsqi0p ... .capx?dl=0

    1) fixed, see the event sheet.

    2) I don't know why this is happening. I'm guessing if the wall is located in this exact position, then the Solid behavior stops character sprite before collision event is registered..

    Anyway, the easiest way to fix it is to slightly alter the collision polygon of the wall sprite.

  • You mean like this?

    https://www.dropbox.com/s/rqe6p4yfvvhrw ... .capx?dl=0

    Instead of the second "reference" sprite, you can use a variable that simply increases with every tick (newAngle=newAngle+dt).

  • BDPNGUINS

    Add Physics behavior to your sprite, then add this action:

    Sprite-> Physics Apply Impulse

    The original question was about the Platform behavior.

    If character is on the ground, simply use "Platform Simulate Jump"

    If character is not on the ground, you can do something like "Platform Set Vector Y to (Self.Platform.VectorY-500)"

  • See capx file from this comment:

    This is a popular question, try searching the forum for the word "laser", there may be lots of other solutions.