dop2000's Forum Posts

  • Lots of ways to do this:

    You can place several instances of an invisible sprite named SpawnPoint on the layout and when you need to spawn a fruit you do

    System->Pick random instance of SpawnPoint

    SpawnPoint -> Spawn Fruit

    You can make a single Fruit sprite with multiple animations (apple, pear, orange etc.)

    When you spawn or create a new Fruit, set its animation to choose("apple", "pear", "orange") - this will set random animation.

    You can then get fruit name using Fruit.AnimationName expression.

    Or you can create different sprites for different fruits and add them all into Fruits family.

    When you create/spawn Fruits family, a random family member will be created.

    Also try searching this forum and Tutorials, there should be lots of examples of such games.

  • Or use Replace expression:

    Set text to replace(varLineOfDialog, "[name]", varCharacterName)

  • Wait 0 is not needed, and, in fact it may result in potion being spawned twice if another bullet hit the enemy in next tick.

    Object is not destroyed until the end of the tick, so even if you change the order of actions (destroy enemy -> Create "potion" at enemy.x,enemy.y) , it will still work.

  • Create a text file and import it to your project.

    Use AJAX to request this file and then parse the text with tokenat, tokencount expressions (with newline as separator).

    There are plenty of examples here.

    Or you can use CSV plugin:

    Or built-in XML plugin.

    Here is a dialog system where lines are loaded from XML:

  • That's probably because you are mirroring or changing the angle of an existing bullet instance.

    You should set the angle in the event where you create/spawn new bullet.

  • Your cell size is too big and gaps are too small.

    Read about the cell size here:

    https://www.scirra.com/manual/154/pathfinding

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  • Problem Description

    Sorry for the confusing title, this bug is quite weird and it's difficult to describe it...

    After moving a sprite with Drag&Drop behavior to a folder, "Is touching object" event is not working correctly.

    Attach a Capx

    https://www.dropbox.com/s/vjm5k49g5ifps ... .capx?dl=0

    Description of Capx

    Small project to demonstrate the issue.

    Steps to Reproduce Bug

    • Run the project, try dragging the green sprite, note that the text says "Background NOT touched"
    • Move the TaskDrag1 sprite out from the folder
    • Run the project again, drag the sprite, text now says "Background touched"

    Observed Result

    Inconsistent results depending on whether the sprite is in the folder or not.

    Expected Result

    "Is Touching" event should be registered for tiled background.

    Placing the sprite into a folder should not have any effect on events.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r255

  • Your link doesn't work..

  • AnD4D

    Not sure if this is what you wanted..

    https://www.dropbox.com/s/nc4etntyw8oz2 ... .capx?dl=0

  • Use "AJAX Request URL" action.

    Just put the name of the project file in the URL field.

  • Create a family with this sprite and change your event to this:

    Sprite is overlapping SpriteFamily -> Destroy Sprite.

  • There are a few ways you can do this:

    1. create separate animations for the character sprite holding different weapons.

    2. Pin weapon to an image point (might need a plugin) or origin point of the character sprite. Mirror both the character and the weapon.

    3. Set weapon position/angle/mirrored state on every tick to character's position/angle/mirrored state.

    See this post:

    As for firing a bullet, you need to set bullet angle (or bullet angle of motion) to 180 when the character is mirrored.

  • Force is for continuous "pressure".

    In your case you should apply impulse.

    Tap is a gesture, it takes longer time to register, use "On touched object" event instead.

    Also, the ball mass is too big.

    Try this:

  • You can't drag "Cancel" sprite because on every tick you set its position to (tools3.X, tools3.Y)

    Your code is pretty cluttered and poorly organized.

    I suggest you read about functions, groups, families, containers etc., and start using them. This will make a huge difference.

  • Try Browser.WindowInnerHeight and Browser.WindowInnerWidth expressions.

    If they give you the correct div dimensions, set canvas size to these numbers.

    Also, have you tried iFrame instead of the div?