tarek2's Recent Forum Activity

  • Np Glad was helpful

    What happened is that you had them in a container so when you put them in a container:

    1-If you create one object from the container then it will create all the objects inside the container

    2-The same when you delete one object it will delete all the objects inside the container

    3-The same when you pick one object it will pick all the objects inside the container

    The Hierarchy is a bit different:

    1-You always need to pick the child or parent

    2-You have more control over if you want to spawn the Hierarchy or not so you are not locked as the containers do, you have more freedom.

    If you like to spawn the children with the parent you can create the Hierarchy in the editor then when you create the Parent you have an option to spawn the Hierarchy.

    -The object naming is good I do the same

    -The layout however I will do it differently as just the Letters at the beginning it will make my brain think all the time what layout is this?? jeje

    So I normally do:

    Layouts:

    Menu

    info

    Game

    Credits

    EventSheet:

    Menu_E

    Info_E

    Game_E

    Credits_E

    But You follow what you like and what is best for you as everyone has his own way and none is better than the other as long it makes your life easier.

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  • > Currently is not supported you can only read from the files folder.

    >

    > However, if the Game is for Pc you could use Nw.js which supports (Read & Write) directly to your PC

    >

    > An alternative you can store it in a server and then (load & Save) directly to your server

    is there any free server to store these files and how could i make this happen can i create a c3p please?

    I believe they are if you look on Google, I cannot recommend you any I'm afraid as I use private paid servers though maybe someone sees this post and can recommend you any good ones.

    Though even if you find one you will still need to do some configuration ... like allow CORS etc...

    To connect to your servers and download the JSON file you need to use AJAX:

    On Start of layout:

    AJAX Request URL "https://yourserver.com/yourfile.json"

    Wait for the previous action to complete

    Array Load from AJAX.LastData

    An alternative without servers put the file into the files folder as you mentioned:

    Then the first time they run the game save it in local storage

    You can make two copies if you need to:

    1-One for the players that they can change it

    2-To have your original copy

    same thing as you trying to do saving into the files folder but you save into the Local storage instead.

  • First, my turret range was already 900 from the start, so idk how you get lower than that in my c3p file.

    You don't have any instance of the Cannon on the layout and both when they get spawned it shows me (Range = 300) you can check it out on the Debugger

    Second, removing the container doesn't help.

    If I remove the container:

    Remove the container and use the Hierarchy as you do now add them as a child but you still have to spawn the Childs manually and position them into their Parents then is when you add them as a child "on this order"

    1-Parent on Created: Spawn childs

    2-Add them as childs

    3-Set their Turret range to more than 300

  • the turret is not getting the player as a target, like if they can't be enabled.

    It works for me, you can test it out by Putting the Turrent Range higher like 600/700 and see all the turrets target the player.

    Another thing you don't need to use containers if you already use Hierarchy, the purpose of the containers is to pick them together but you already use Parent Pick Own childs.

  • I think you are missing Picking the Childs as I couldn't see it in your events.

    I think you are referring to event 14

    So what you do is:

    Bullet On collision with Ship:

    Is not flashing:

    Enemylife > 1

    Subevent: Ship Pick Childs >>>> Flash (Childs & Parent)

    This is assuming you add the child to his parents through Hierarchy

    You could use containers though so you don't have to pick them again the childs as they pick automatically with the parent

  • Currently is not supported you can only read from the files folder.

    However, if the Game is for Pc you could use Nw.js which supports (Read & Write) directly to your PC

    An alternative you can store it in a server and then (load & Save) directly to your server

  • Np glad it was helpful!

  • Sorry for the late reply they just showed me the notification.

    Hi Tom

    There is something wrong with the forum, some times takes many days to show the notification and the post itself is invisible until you receive the notification, it happen on the other post the same, after 2 days they showed me the notification and the posts were never visible until after the notification so users can be waiting for days for an answer because of that as if you visit the thread their post is hidden. Not sure if its only happens to me or is to everyone.

    I'm just letting you know )

    ===============================================================================

    Thanks for reply. You are right! Dou you know what is the difference between AbsoluteXY and XY?

    Here is the official explanation from the manual they will explain it better than I.

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/mouse

    To be honest I never needed to use

    AbsoluteX

    AbsoluteY

    If the (Layout/Layer) is not scaled then I use the normal:

    Touch.X

    Touch.Y

    If an object is in a Scaled layer then I use

    or

    Canvas To Layer (Layer To Canvas)

    ===================================================

    My problem was full screen mode. It was Scale Outer. Letterbox scale solved the problem.

    Scale Outer can show parts from outside of the viewport to cover the full screen while the letterbox just adds the black bars to cover it.

  • Well this is not exactly the same effect they mentioned, but still thanks for the help!

    Hoh, I read more in the other thread and the camera should follow the player centred, I missed that part.

    If you have any examples from other games as a reference will help to know what exactly you need and somebody can help you quicker.

  • answer me a question please, if I used instead of several sprites of each tile, then I changed to Mosaic for each tile would a mosaic be worth it would it weigh more on the CPU memory than the sprites? I say this because I want to resize some sprites on the fly to make it easier with the tilemap plugin

    I'm not sure I follow you now:

    If you resize a sprite it will stretch the Tile but you are not gonna have the same effect as the TileMap or a TiledBackground which repeats the Tiles or maybe I didn't understand you properly? if you trying to do the same using Sprites you will have to (Destroy & Create Tiles) in sequence.

    What are you trying to do? can you explain a bit more because of this part:

    "I say this because I want to resize some sprites on the fly to make it easier with the tilemap plugin"

    Not sure what you mean, how that will help the TileMap?

  • Not sure if is similar to the one that they post it in the other thread that you linked as I couldn't see any example but for the description I think is similar to one old capx that I made long ago.

    See if that helps:

    https://www.dropbox.com/s/5l2erujqfifcax2/Camera%20Trasition.capx?dl=0

  • Another idea is to use the Pathfinder as it will give you the shortest path and also the Path Tile Count, this will not hurt your performance since you will need to just do it once or very few amounts of times.

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tarek2

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Member since 26 Jan, 2016

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