dop2000's Forum Posts

  • Is it Constructs that uses Immagepoint 0 if there is no ImagePoint 1 or something I did wrong ?

    Yes, if an image point doesn't exist, then the origin point (0) will be used.

    Also, if you want to change Objects animation frame only for an instance which is close to any of the Documents, you need to pick Object instances. When you use "System Evaluate expression", it doesn't pick instances, and it only checks the first instance of Objets and the first instance of Documents.

    So the correct usage should be something like this:

    Every tick: Objets: Set animation frame to 0
    
    System for each Documents
    System Pick Objets by evaluate: distance(Objets.X,Objets.Y,Documents.ImagePointX(1),Documents.ImagePointY(1)) < 100
     -> Objets: Set animation frame to 1
    
    
  • Simply move the origin point in the gun sprite further left. You can set it to negative coordinate, say -20.

  • Are you zooming the whole layout in or out?

    Check that "unbounded scrolling" is enabled in layout properties.

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  • You mean a glow effect? You tween a value from 0 to 100. And add another event:

    Sprite Tween "tag" is playing : Sprite set "Glow" effect parameter 0 to Sprite.Tween.Value("tag")

  • The problem is that you don't use lerp when camlock=false, there is no way to fix it.

    You need to use lerp in both cases. Also change the order of events and use delta-time.

  • The tutorials did not require me to set a new layer for the bullets, and now I don't have a HUD layer for my player.

    You always need to specify a layer (name or number) when you create/spawn an object. You must have left the default value, which is layer number 0.

    I suggest using layer names instead of numbers. This way if you insert new layers later, you won't have to change your code.

  • The player sprite is on layer "Layer 0" with 100% parallax. The bullets are spawned on layer "bg" with 0% parallax.

  • My reply was actually for PapitoMyKing. I meant to use Btn.ImageWidth and Btn.ImageHeight in expressions instead of Btn.Width and Btn.Height

  • Tween behavior is made specifically for this case. You can tween a certain parameter (like sprite opacity), or a numerical value.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/tween

  • You are probably overthinking it. I suggest using MoveTo behavior for the camera - it's more flexible than lerp, you can configure maximum speed, acceleration and deceleration values for a nice smooth movement. And then you can do something like this:

    If variable: Camera Move To (room_center_x, room_center_y)

    Else : Camera Move To (Player.x, Player.y-100)

  • You need to use Button.ImageWidth and Button.ImageHeight in tween actions.

    Button.ImageWidth*1.1 when the cursor is hovering, Button.ImageWidth when it's not.

  • Yes, or at least a screenshot showing their parent events and event numbers.

  • It's difficult to tell what is wrong without a project file.

    Run the game in Debug Mode (Shift+F4), then you will be able to check how many sword instances there are on the layout (should be just one), check all angles, animation etc.

  • It's stored on the servers of the marketplace (Google Play or Appstore). I don't know if the device needs to be online.

    You can store the purchases in the app, but you still need to check if the product is owned when the app is launched for the first time - in case the product has been purchased before on a different device, or the app was re-installed.

    Also, people can refund the purchase. So it's still recommended to check if the product is owned occasionally.