lionz's Forum Posts

  • It's definitely possible. Others could contribute the discussion on the best way to pull it off but you could do it by way of sprite animations to show the movement. It looks like it could even be done by having one object move to the left as the other is moving to the left. Construct 2 incorporates many of the mobile inputs like touch, hold, drag & drop. These could be useful. The 'one at a time' looks like it could be done by simply moving objects across the screen using X,Y movement and then make use of layers to make sure that the ones moving off screen are no longer visible. There will be many ways to do this kind of thing. I was taking a look at the 3D carousel style where the objects are in a kind of ring where the one in view is biggest, this can be achieved with slider bar objects and increasing size as it comes closer to the centre. For the 'autoplay' there are timers or 'every x seconds' events to achieve this. C2 is without a doubt capable of making all of these things.

  • Yeah it's possible. You could even simulate one of those 3D looking ones.

  • Yes I helped with the stamina bar too, I recognised the project. Just PM if you need help they're only little fixes.

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  • The solution is in here somewhere

  • You're not wrong, this is so confusing. Are you trying to build the whole game in one layout? That's what it reads like but there's no need to do that. The tilemap will always be fine performance-wise as long as you don't use it to display large images. You mention 'draw' a lot so I assume you are concerned about performance issues around loading so many tiles. The game will only load a layout at a time, so just do one level per layout, should be fine?

  • 1. Line Of Sight > Set Range

    2. The light thing is because you have it set on the UI layer with a different parallax to Game. If you put it on Game layer it will move with the player properly, or move it to another layer etc

    3. The enemies seem to avoid the walls and stuff. If you mean with each other then the solution could be here

  • Have to make a save game :

    https://www.scirra.com/tutorials/526/ho ... -savegames

  • I don't seem to be able to access the capx but :

    1. Line Of Sight > Set Range

    3. Line Of Sight > Add Obstacle

  • May be useful, it has IAP related plugins :

    https://www.scirra.com/store/construct2 ... ugins-1662

    And there's a discussion here :

    construct2-cordova-plugins-plugins_t164385?&hilit=iap%2C+cordova

  • Other things contribute to the number on the left, like groups. Maybe it has been suggested, I dunno. Why do you want to know the number of events in individual event sheets?

  • Ctrl+A all of the events in an event sheet. Delete them. Compare the number now missing against the total number of events. Ctrl+Z lols.

  • You would need to render the 3d animation as a series of frames that can be imported separately and form the animation in C2. Yes it's possible.

    I've used http://www.denysalmaral.com/2012/04/px- ... ipted.html for 3ds max, not sure about mixamo but once you've rendered the animation as separate frames it's easy to rebuild the animation in C2.

  • Yep, Sprite.AnimationName is the animation that is currently playing.

  • You just create a save game and load it...

    https://www.scirra.com/tutorials/526/ho ... -savegames

    If you want objects to remain destroyed when navigating between layouts then give them the persist behaviour.

    Kyatric

    1) Press button to save project 2) My variable was GameSave and the moment I pressed the button it changed to the Health variable. I was looking at it with my own eyes.

    Why would you automatically assume this is a C2 engine error and not an events error? Have you cut down your project and debugged it to try and see if it could be a problem with your logic somewhere?