rockpapershotgun.com/moonstone-islands-farming-doesnt-quite-gel-with-its-ghibli-esque-poke-like-battles
Thanks! Seems like the author is not very familiar with the game yet, this explains some points of criticism in the article.
For example, you can ask spirits not to follow you. You can receive a Spirit Barn quite early in the game by completing professor's quests. Spawn rate for spirits can be reduced in game settings.
If you need this to save/restore sprites on the layout, you can use Family.AsJSON expression. It will save all object properties, including the values of all instance variables. However, there will be unique codes instead of variable names.
Or you can retrieve all instance variables with this script:
const o = runtime.objects.Family.getFirstInstance(); for (var key in o.instVars) { console.log(key + ": " + o.instVars[key]); }
In Construct all events are executed one by one at the start of the tick. Wait 0 allow to delay the action until the end of the current tick.
Another option would be putting that event at the very bottom of the event sheet. But when you have lots of interlinked event sheets, it may be tricky to figure out in what order they are executed.
You can get platform speed using Sprite.Platform.vectorX and Sprite.Platform.vectorY expressions.
Save these values in a pair of instance variables at the end of every tick:
+ System: Every tick --> System: Wait 0 seconds --> Player: Set speedX to Player.Platform.VectorX + Player: On collision with Wall --> TextSpeed: Set text to "Collision speed:" & Player.speedX
I don't think it's possible to do without a loop.
You can add sheep value to the field value as sheep enter the field with "On collision" event. But if they are already there, this won't work, you'll still need for-each loop.
Check out this post
construct.net/en/forum/construct-3/general-discussion-7/taskbar-icon-missing-windows-177763
This is clearly an oversight on Ashley's part. Please report or post a suggestion. A desktop export with browser keyboard limitations is pretty meaningless.
I think these issues need to be reported as bugs:
github.com/Scirra/Construct-bugs/issues
WebView2 is a desktop export, it is not supposed to have such limitations.
Try installing different addon versions.
dropbox.com/scl/fi/3xhm8nc1a3nk57vptb2c8/litetween_C3.zip
If this doesn't help, press F12 and check error messages in the console log.
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I think the correct formulas for opposite direction are these:
Self.X - round(cos(Samurai.AngleOfMovement) * TileSize)
Self.Y - round(sin(Samurai.AngleOfMovement) * TileSize)
You can also use another variable - OppositeAngle.
Set OppositeAngle to (Samurai.AngleOfMovement=0 ? 180 : Samurai.AngleOfMovement=90 ? 270 : Samurai.AngleOfMovement=180 ? 0 : 90)
OppositeAngle will contain the angle opposite to the AngleOfMovement
What about using a bunch of replaces?
replace(replace(replace(text, ",", ""), ".", ""), "?", "") etc.
The "stop loop" action doesn't work for loops like "Dictionary For Each Key" or "Array for each XYZ". It only works for System loops.
What it does in your case is actually stopping the parent loop - "System for each MapLayer".
See this post:
github.com/Scirra/Construct-bugs/issues/4823
If you want to stop the "Tilesets For each key" loop, use a variable.
TileSets For each key Compare varStopLoop=0 .. TileSets current value<mapTileid : Set varStopLoop to 1
ThresholdGames It's probably not supported, because Construct will have to create all objects on the global layer.
lionz C3 supports dynamic layers now, you can add/remove/move them in runtime.
Make a copy of your project file. Rename its extension to .ZIP, unpack it to an empty folder. Check if "In eCena De Luta.xml" file exists and try to open it with notepad. Maybe it's slightly corrupted or the filename is wrong and you will be able to fix it.
OP is referring to this issue:
construct.net/en/forum/construct-3/general-discussion-7/pinning-issues-147318
Danwood Yes, Pin has the same problems in C3. You can use hierarchy instead, it's better in every way.