kriand's Forum Posts

  • It is worth considering whether it would be better to use buttons instead of a slidebar.

    I have created an example with buttons and slidebar. Since I'm on the road, I had to use C3. Please take a look at it with the free version: editor.construct.net

    File: 1drv.ms/u/s!Ap_-qxoGKbDcg3u0k6CcY380HdYc

    It is fully compatible with C2. I could not test whether Multitouch works without error.

  • I am not sure if i understood right but maybe this is what you are looking for:

  • Arrays are global and you dont need to load them in every layout. If you do it once it can be used on every layout. If you load an array on start of layout, you have to check if this has already happened. You can give your array an instance variable/boolean and set it to 1/true after it loaded the json. Then add a second condition to your event like: 'On AJAX completed' AND 'Array Variable = 0' / 'Array Boolean is false'.

  • In the game from your link i have this issue on both sides, left and right. I tried it with the panning template and the way i did it, i reach further to the edge with zooming in. Easiest way to solve this issue would be to enlarge the layout and let the enemy never patrol near the edge of the layout, so the player can target them with any zoom.

    1drv.ms/u/s!Ap_-qxoGKbDcg3ZgIxempTFnmK1M

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  • I suspect that this is caused by parallaxing. If so, check if it is really necessary to use parallaxing on these layers.

  • If the background is not monochrome you have to move it with the rest of the objects and reset its position like in the endless runner template. All other objects you spwan (trees, houses, monsters, powerups etc.) must be part of the same family as the road, so they move with it.

    1drv.ms/u/s!Ap_-qxoGKbDcg3UaOS8k-zX8PkvN

  • An example without Array and Tilemap but maybe an option for you:

    1drv.ms/u/s!Ap_-qxoGKbDcg3T7xTdMfjrKb2di

  • I am not that familiar with LocalStorage but is it necessary to check if a Key exist after you set that Key? Try it without 'Key exist' and put your actions under a 'LocalStorage on set' event. That worked, at least in my experimental setup:

  • What have you changed and what happens now?

  • Also the TileAt expression returns -1 if there is no tile, so you can use:

    Tilemap.TileAt(Tilemap.PositionToTileX(Sprite.X), Tilemap.PositionToTileY(Sprite.Y)) < 0

    Disadvantage here is that the collision box is not checked, but only the exact XY Position. It seems the method with opacity only triggers when the collision box of an object actually touches the collision box of a tile, so it seems to be the much better and simpler solution. I did not know that, so thanks for the tip :)

  • You need two conditions for this: Key on drop AND Key is overlapping door.

  • Enlarge the layout. When the screen already shows the whole layout panning makes no sense.

  • The game distinguishes between tap and double-tap. So if you touch too fast, it always counts as double-tap and the condition is not fulfilled. Instead, take something like 'is touching object' and 'on touch start / end'.

  • Nice one as always R0J0hound. This should solve the performance issue.

    The only thing that needs to be added is to limit the angle of the road, like in my last .capx where the imagepoints x position is compared, or to adjust all objects when the road leads outside the layout on the X-axis:

    Can be made a little softer with lerp.

  • Reduces the cpu usage for some percent but not as much as i thought it would. Never the less its better then creating and destroying objects the whole time.