dop2000's Forum Posts

  • You can temporary set parallax to 100,100 for static scenery layers before using ScrollTo-Shake.

    But it may be tricky to set their position correctly.

  • Ok, try this:

    https://www.dropbox.com/s/ak58r1s91gkd9 ... .capx?dl=0

    Is this what you are trying to make? You can add more yellow sprites during the game, extending the area. Just position then exactly next to the existing yellow sprite, without gaps.

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  • What you are probably looking for is TileMap. There was a similar post recently:

    You can do the same with sprites if you position them precisely next to each other.

  • There are a few examples of procedural world generation in the FAQ and a couple of tutorials:

    how-do-i-frequently-asked-questions_t63692

    https://www.scirra.com/tutorials/all

  • Did you move English letters to the second frame of Letters sprite?

    If letters are changing to English on start of the layout, you probably forgot to set animation speed to 0. You need to do this for each animation.

  • Seriously, why do you need physics? Your particles are simply flying, falling and bouncing off the floor/walls. Bullet can do all this. And, I'm guessing, Bullet must be much better for performance.

  • System -> Compare two values -> angle>6

    "angle" can be sprite.angle or angle(x1, x2, y1, y2) or some other expression.

  • I don't know, maybe there is something wrong with your gamepad.

    Add Browser object, add "Browser->Log Gamepad.Axis(0,0)" on every tick.

    Run the game, press F12, move the stick all the way to one side, see what numbers you are getting in console when the movement slows down.

  • Note that in "Is between angles" event the first angle is inclusive, while the second is NOT inclusive.

    So "Is between angles 10 and 20" means "10<= angle < 20".

    If the angle is exactly 20 degrees, this condition will be false.

  • Create an invisible sprite "A_Drag" (same size as sprite A) with Drag And Drop behavior.

    Remove Drag And Drop behavior from sprite A.

    So when player drags that invisible sprite A_Drag, on every tick set A position to A_Drag, but only if A_Drag is not overlapping other sprites.

    I made something similar for another post:

    (see how green box can be dragged far up, but slider movement is limited by blue bar)

    Here is another example:

    Again, the green box can be dragged freely, while the car movement is restricted.

  • Did you change anything in the capx from the tutorial? It works fine for me, does not slow down. It stops when meets layout borders.

    Please share your capx file.

  • You can't do it with one tilemap. But you can put two tilemaps on top of each other - one normal and another one invisible. On the invisible tilemap set only those tiles which you want to cast shadow and add ShadowCaster behavior.

  • Not sure what you mean. The "8_Direction" sprite in the tutorial moves with constant speed. Its speed does not depend on axis value, only on axis direction.

    It's hard to tell what's wrong with your code without seeing it. Could you share the capx?

  • Try this:

    You can increase or decrease "20" depending on how much inertia you need.

  • Sorry, I'm not sure I understand.

    These 4 objects - are they like 4 walls in a room, and player can walk between these walls?

    Or are they like 4 invisible boxes attached to the player from each side, used to detect collisions?

    Which objects do you want to destroy and when?

    It would also help a lot if you share your capx.