dop2000's Forum Posts

  • In event #5 before "Get or Start timer" action add "Remove timer" action.

    Also, Timer1.ElapsedTime expression requires timer name as parameter.

    For example:

    Timer1.ElapsedTime("UpgradeTimer2")

  • Maukka

    Nice demo, but it only works with some words, many other words are highlighted incorrectly:

    The biggest problem with Text object is that it renders differently in different browsers and platforms. Even if you manage to correctly calculate coordinates of a given word in text, the whole text object may be shifted up or down in browser window and there is no way to detect this.

  • This game will be very hard to make without the pathfinding, but the standard behavior doesn't work with tilemaps.

    There are a few plugins for grid-based pathfinding, you definitely should check them out:

    Also, Bullet behavior is inaccurate and hard to control. Instead of Bullet, use MoveTo, it's a great behavior, very easy to use:

    Why do you have like 6 or 7 tilemaps on top of each other? Usually you need 1 tilemap with Solid behavior where you define tiles like walls and trees. And another tilemap with grass and all other scenery objects that you can walk on.

  • In C3 select Start Page and search for Platformer template.

    ScrollTo works out-of-the-box, you don't need to do anything. Just add to the character and it should scroll.

    If it doesn't, this is probably because you changed something, like layer parallax setting.

  • Like I said, it's probably your video driver.

    I have the same effect on my laptop, but it's about 100x times less noticeable. Very few pixels flicker and you need to move very close to the screen to see them.

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  • Create a variable "SineIsActive". When Sprite3 is clicked, set it to 1.

    Enable events #2-4.

    Replace condition for event #3, instead of "Is not dragging" put "SineIsActive=1"

    That should be it.

    And don't use "Is touching" for objects that supposed to be touched once! Use "On tap object" or "On touched object".

    "Is touching" is triggered 60 times per second, you don't want this for buttons.

  • I removed the joints and the error is gone:

    https://www.dropbox.com/s/yexryny2lddkv ... .capx?dl=0

  • And in another post you wrote that you can't use Sine because you definitely need this to be done with Physics

    I see you disabled the formula in event #3. It's kind of important, it does the circular movement.

  • Conditional operator is not an undocumented feature <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/manual/78/expressions

  • I think the problem is with revolution joints. Looks like you need to remove all joints before disabling Physics on pendulums object.

    Also, Colludium is right - you should avoid changing angle or position of pendulums when physics is enabled! This applies to Drag and Drop behavior too.

    So if you want to do this properly, "On Drag start" you should remove joints and disable Physics.

    "On Touched Release button" re-enable physics and re-create the joint.

    Another option - delete Drag&Drop behavior and drag the "pendulums" using impulses or forces.

    Like in that demo I made for your previous post:

  • newt, You don't need any loops. And yes, this can be done in one line, see my first comment.

  • newt

    What do you need the loop for? You can simply compare AnimationFrame expression.

    Also, for frames >7, the wallpaperCounter should start from 1 again.

  • Here is an old demo I made for another post:

    http://doptrix.com/C2/simpleTeleport.capx

    It's for C2, but you should be able to open it in C3.

  • The easiest solution - add ScrollTo behavior to your character.

  • First screenshot:

    You can combine all 4 conditions into "Or" block, it will be a bit bulky but it will be one event.

    Or you can change all four condition to this one:

    System -> Compare two values-> (bgg=7 | bgg=14 | bgg=21 | bgg=28) = 1

    Second screenshot:

    TakHarf On frame changed -> Set WallpaperCount to (TakHarf.AnimationFrame>7 ? (TakHarf.AnimationFrame-7) : TakHarf.AnimationFrame)

    (if there are no more than 14 frames in this animation)