Kyatric's Forum Posts

  • Check out as well as the links provided earlier : https://www.scirra.com/arcade/tutorial-games/isometric-projection-6337

    It has links to video explanations and the project can be downloaded.

    The link you post is a Javascript project. Construct is based on JavaScript and when you export it, it is providing Javascript files, but no, it is not easy as copy pasting javascript code randomly found on the internet.

  • No this discount is not available anymore.

    If you encounter browser's crash, it is possibly extensions in your browser which are causing issues. Consider disabling/removing them and see if thing get more stable.

    If there are still issues despite removing the extensions, consider filling a bug report : https://github.com/Scirra/Construct-3-bugs

  • Moved the topic to the "Website issues" forum.

    See this sticky topic for your answer.

  • All those are different tools.

    They are all global to your project, but the main difference is the usage of Local Storage.

    This is there to "save" data in your browser (hard drive) even when you are not executing the game.

    Both the dictionary and global variables are holding values during execution only.

    The global variables are part of the system, so you can create and use them without adding an object to your project.

    Both the Dictionary and Local Storage allow you to assign a value to a "key" (string). You can do some string manipulation if required when you are mentioning the key you are trying to get.

    The global variable's name is fixed and you cannot make use of string manipulation to access it.

    Another difference is the fact using the Local Storage is asynchronous. You use the action to set value in a key and the plugin will trigger an event "on key set" to let you know the value has been "put in place".

    Global variables and dictionaries are instantaneous on this aspect.

  • If you have not used a tool in Construct, the best is to first go through its manual article :

    Project file - construct.net/make-games/manuals/construct-3/project-primitives/files

    AJAX - construct.net/make-games/manuals/construct-3/plugin-reference/ajax

    And then, as can be seen in the how do I FAQ for C3 for example :

    construct.net/forum/construct-3/general-discussion-7/c3-missing-the-new-editors-124916

    You need to populate your dictionary first if you want to get data from it.

    To do so, you may add a json file to your project, and on start of your first layout, you ask, through AJAX, to retrieve its content.

    Once your dictionary is full, dictionary.get will return values as you intend.

    For your character selection screen though, you may want to use an array rather than a dictionary, since you can "apply" a name/image to a numeric value which may be easier to determine/navigate with your swiping interface.

    It makes it easier to add a character, and changing the order is just moving informations around in the original json file.

  • sinfulj's example is close to a good solution.

    It has a few pitfalls though.

    You will want to make sure you are in a 1000 pixels range of your next "iteration".

    So have your instance variable "fallDist" which will be equal to 0, 1, and so on. Its default value should be 0 though.

    Then your condition should be :

    Bullet distance travelled >= [(greater or equal)] to 1000 * (fallDist+1)

    And as action, you do indeed add 1 to fallDist and any other of the actions you want to happen on a regular basis every 1000 pixels.

  • Post your project to let us investigate and see exactly how, according to the way you have setup your project, we can answer your question.

  • In the existing blogs there is also 3 articles related to Construct 2 / WebGL on Raspberry Pi. They are dating now but still, considering reading the last one may prove of worth : construct.net/blogs/ashleys-blog-2/webgl-on-raspberry-pi-easier-than-ever-936

  • As you mentioned, your collision polygon changes each frame of the animation.

    Consider making it as consistent as possible between frames. Try to have it the same shape and surface in order for the collision to be "consistent".

    You also should post your project for investigation, that would makes things easier to see the issue and be able to find out what is exactly going on, in regards to how you did set up your project.

  • Can you define more clearly what is it you are trying to achieve ?

    Consider providing more precise informations as to what you are willing to do, what you already have done (consider providing a local copy of your project for others to investigate as it is often clearer with an accompanying project) and what you expect your current project, as it is set up to do.

  • I did when using said properties and exporting as an APK out of Construct.

  • I've checked an example and it looks to complex for me. So there is no possibility if 2 sprites one on another to define which object was clicked? So why does Event for mouse has a name "On object click" if in real it clicks everything what under this point and it can be 100 objects? May be it is good to change the name or description for this event?

    I think you need to understand the difference between object types and instances as well as how events work.

    When you click an object type it will pick the instance(s) you are clicking on.

    If two (or more) instances are in the same spot you are clicking on, all those instances will be picked by the event and the actions will be applied to those instances.

    Unless you do use further conditions in the event to thin out the instances picked (what "Picking top instance" does returning only a single instance).

    or may be you can send me your event tab (as photo) i will try to reproduce it on my Mac.

    I already did provide you the content of the project as text in my previous message.

    To add an image, upload it at the bottom of the edit box, it gives you an ID.

    Add

    [img=ID]

    (where ID is the actual provided number) to your message for the image to display.

    R111 is the latest stable release available at the time of writing this message.

  • Your topic was closed because this question has been discussed already for a couple of years now.

    And it often ends up in topic devolving in some way or another.

    If you want to see people's opinions on the subject, please do search the forums.

    The topics are closed but not deleted and you can read the many already existing pages.

    You can also take a look at the AMA that Scirra had in the beginning of the year : https://www.reddit.com/r/construct/comments/7u0twm/we_are_scirra_the_company_behind_2d_game

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  • Is there any solution to work around not being able to full-screen my game on ios ?

    When you export as Cordova/xCode, using the correct resolution/letterbox scaling (or the fullscreen property that fits best) works as intended.

    At worst, you can mess around in the export/code to make it a full screen application.

    When executing as a web hosted project in a safari browser, I'm not sure though.

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