dop2000's Forum Posts

  • Please share your project (CAPX file).

  • Glad to help!

    (loopindex=0 ? "A" : "Z") means if loopindex=0 then "A", otherwise "Z".

    It's called ternary operator, I think it exists in many languages.

    You can nest them one inside another, and yes "Y" at the end basically means "anything else". You can change it to this:

    Set Keyname to loopindex=0 ? "A" : loopindex=1 ? "B" : loopindex=2 ? "X" : loopindex=3 ? "Y" : "other"

    Of course if you have 20 buttons, this expression will become quite long and messy.

    You may use a different method, for example pick name from a string like this "A,B,X,Y,,,DpadUp,DpadDn,....." using TokenAt(KeyNames, loopindex, ",").

  • I'm developing a game for mobile (hopefully both Android and iOS) with 200+ levels and I'm planning to store the progress in Local Storage. Total size of data should not exceed a few Kbytes.

    What is the likelihood that there will be some kind of problem with Local Storage and what should I do in this situation?

    Say, if "On item Get" is not triggered soon, how long should I wait? Should I execute "Get Item" action again?

    What if I never get the item even after several attempts? Should I just reset level progress?

    I imagine players who have completed many levels will be really disappointed..

    Or is this situation so rare that I shouldn't bother about it at all?

    What do you do in your games?

  • Your best option would probably be Platform (without Physics). However, Platform can't bounce off solids, so you'll need to simulate realistic bouncing yourself. Say by calling "Simulate Platform jump" on collision with the floor and decreasing jump strength with every bounce.

    You can try using Physics. The problem is, as far as I know, it doesn't work together with Platform. So to control the ball you will need to change some physics properties - force, impulse, velocity etc.

    And finally, you might be able to do this with Bullet behavior only. (Depending on how much control of the ball you need)

    Say, if the player pressed UP key, change bullet angle to 270 (upward direction) and increase bullet speed.

  • It would be much easier to understand your problem if you share your CAPX.

  • Check this out:

    https://www.dropbox.com/s/6oxbj3g5hndke ... .capx?dl=0

    I think I managed to make a nice system that tracks the state of all buttons (Pressed->Hold->Released->Nothing) and doesn't use the "On button pressed/released" events.

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  • totoe

    (loopindex=8 ? 1 : loopindex+1) means "if loopindex=8 then 1, otherwise loopindex+1".

    It's a shorter version of "If then else" event.

    I'll explain again how I did this.

    You need to define an image points for every node (red dot) of your sprite's collision polygon.

    Image points should be located as close as possible to red dots, but a little bit outside of the collision polygon, just a couple of pixels.

    See this picture, green dots are my image points:

    Once a collision with the asteroid is detected, I take a small 4x4 pixels sprite called Detector©® and place it at image point 1.

    Then I move it from image point 1 to 2, then from 2 to 3, and so on, and finally from 8 to 1.

    While it's traveling, I constantly test if Detector it's overlapping the asteroid. If overlapping, I spawn particles at Detector location.

    I should add that my example is not optimized. Detector sprite travels long distances 1 pixel at a time, performing overlapping check every step. And at every pixel where it overlaps with the asteroid, it spawns particles. As a result, there could be 100-200 particle objects spawned! All this may cause huge lags on a slow computer or mobile.

    I don't think in a real game you need such precision, so you can move the Detector sprite 2, 4 or maybe even 10 pixels at once. This will significantly reduce the CPU load.

  • Use particles, here is an example. I highlighted the important bits:

  • "On button pressed" is a triggered event. It's triggered only once for every button pressed.

    I think what happens is when you press 2 buttons quickly enough, this event is triggered once for both buttons.

    The problem is, Gamepad.LastButton(0) only stores one of the buttons codes, not both.

    The best you can do is this:

    Here is the output if I press two buttons quickly:

    Pressed

    Button: 4

    Button: 5

    --

    Unfortunately, the same happens if I am holding button 4 and then press button 5.

    So this solution is not very reliable.

    I would recommend not to use "On button pressed" event at all.

    Detect buttons pressed using testing events "Is button down" or "Is button index down". You can add "System->Trigger once" condition if necessary.

  • Invisible buttons (or buttons on invisible layers) can still be clicked.

    You need to add another condition to your "On QuitButton clicked" event - something like "Is Layer PauseLayer visible" or "Is GamePaused".

    Another way to do this is to move all PauseLayer events to a separate group in your event sheet, and disable this group. Enable it only when player presses pause.

    By the way, you should also be aware, that when your PauseLayer is visible and you click a button on it, this click may be registered by your main game events - your character will fire a weapon or something like that. So you need to disable game controls group when you activate PauseLayer.

  • You may also be able to do this without physics.

    Add Bullet behavior to your ball, set Bounce off solids=yes, Set angle=No, Gravity=10, speed=100. (experiment with these values)

    Add Solid behavior to the floor.

    Create an event to increase bullet gravity every time the ball collides with the floor:

    On Ball collision with Floor -> Ball set Bullet gravity to Ball.Bullet.Gravity*2

    This will make the ball to jump lower every time.

    You can control the ball by changing its bullet properties - speed, angle of motion, gravity.

  • You can add another variable OldLevel and do this:

    System->Compare variable-> Level not equal OldLevel
       System-> Create object .....    
       OldLevel=Level
    [/code:1x5uggcn]
  • Oh, so you manually set up the grid in editor and it's not changed during the gameplay?

    I thought your grid is randomly generated.

  • [quote:24ci50dw]If indicator overlaps with a block that's DISABLE = 1, it would get reassigned to block.FALLBACK

    What if that block is also disabled?

  • You can also set its opacity to 1 or even 0.01, and move it almost off the screen, so that just a couple of pixels of it are visible.