LukeW's Forum Posts

  • I sometimes wonder if you can over do it with tilemaps...

    I have, off the top of my head, 5 tiles maps on any one level and they each cover the full layout and exist on separate layers. I use them for things like fore/background graphics, fake walls, lighting effects and (static) liquid bodies.

    Probably no more efficient way to do those things that using a tilemap though, I guess.

  • this is a pretty simple task if you're already dealing with Construct programming yourself. All you really need is an array to store the values, and local storage to save and load the values when necessary.

    Certainly not something worth spending money on if you're already programming.

  • I got annoyed and ended up reinstalling Chrome, which worked. Except now I don't get the 'install as app' message in the menu. :/

  • After the last stable release, I moved C3 back to use stable builds in the settings tab. However, with the release of 158, my copy of C3 updated to the beta channel anyway. This was through the Chrome installed app, and when I launched it directly in Chrome, it did the same thing.

    Running Firefox prevents it from updating to the beta channel, but then I'm forced to use it in browser which is annoying.

    Is there an easy way to revert to previous builds? There's no option to uninstall it in Windows program removal.

  • actually was going to suggest the count expression.

    I'm guessing you have a family for all your enemies? Then you would just call familyEnemyGroup.count to get the total number of that wave.

  • Played about 20 levels then and never got the bug. Cool game too, though those tough robots that show up kill me every time.

  • Use wait if it's working for you. I just prefer to have events like layout transitions handled with the timer trigger so that it's a separate event.

    How does itch.io work? I thought it was just a store front. Seems weird that it would only be specific to that platform. Do you have a link that we can look at?

  • I've had issues in the past when I didn't quite understand how the 'wait' action worked. These days I prefer to wrap things up in a controller and use the timer behaviour event to trigger things like state changes.

  • Isn't that run before any events are triggered (where we run our scripts)? If that's the case, I don't know if this would be possible.

  • I have no experience with the multiplayer side of Construct... except when I caught my students modifying the mp chat example to send messages to each other in class... But I have a couple of questions.

    How many players are you thinking of? As a card game, I'm wondering if it's 1v1 or something bigger.

    Is player lag even going to affect your players? By this I mean, a lag of a few milliseconds (or even longer) isn't going to be noticeable in a card game like it would be in an action shooter.

    Honestly, I think p2p is perfect for a card game. Hell, even a lot of AAA games use p2p rather than dedicated servers. I think you'll be fine.

    Of course, someone with more experience on the mp side of Construct might come here and contradict me which is cool.

  • Maybe have them offset by an offsetX and offsetY variable that changes over time incrementally and have it relative to a leader fish, then move them to that position using lerp.

  • I was going to suggest dragging the animation editor window to the side so that you can see what's behind it, but if that's fixed then I'm not sure sorry. I don't use ipads, hopefully someone else might be able to help.

  • Might be able to do this with the pin behaviour. Set one fish to be the leader, then have the others pinned to that leader, offset at different random x/y to give the impression they're bunched up.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Looks like you're resized the main window and covered it up. Move that and I think it'll be hidden underneath.

  • Been playing around with this today. I have it half working in that I can prevent the screen from timing out using the nosleep.js method, but I can't for the life of me get it to turn back off when the cutscene is finished.

    For reference, I'm using this guide davidwalsh.name/wake-lock-shim and adding the script using the manual method.

    Everything is good except the noSleep.disable(); doesn't seem to trigger. Tried creating a global variable to track it but had no luck.