dop2000's Recent Forum Activity

  • Adding Solid behavior to an object won't prevent it from going through other solid objects. Solid is mostly used to work with other behaviors like Platform, 8-diection or Line of Sight.

    It won't be an easy task to make the movement like in Deepest sword. One solution is to create an animation where the character is rotated around the sword. Stop the animation when the character's feet (an image point) touches the ground.

    Another way to do this is to change the point of rotation. Instead of rotating the sword around its handle, when the sword touches the ground, you unpin it from the character and start rotating the sword around its tip.

    Like I said, it won't be easy. I suggest you start by studying a few example games included in Construct 3.

  • Don't use zero parallax then.

    The snake movement with 100% parallax looks correct to me. It definitely moves at constant speed.

    But you must use delta-time, or "Simulate control" action!

    construct.net/en/tutorials/delta-time-framerate-71

  • They don't speed up or slow down, the speed just seems different because the screen is scrolling.

    If you want them to move at constant speed relative to the screen, you can put them on a layer with zero parallax.

    By the way, if you have Platform behavior on snakes, you should use Platform actions to move them, like "Simulate control". "Move forward" and "Move at angle" are not Platform actions and may not work very well.

    Also, when moving something on every tick you should use delta time. Currently your snakes will move at different speeds on monitors with different refresh rates. If you run the game on a 240hz monitor, they will move 4x times faster.

  • "have a crapload of spritefonts already set up for each language" - this may be the best solution. You can't just replace an image in a spritefont, because different languages have different number of letters in the alphabet, and will require different settings for character spacing.

    So I suggest setting up a separate sprite font for each language, then adding all these spritefonts to a family. Use the family in all events.

  • The easiest method is to use MoveTo behavior, it supports waypoints.

    Sprite Move to A (add waypoint)

    Sprite Move to B (add waypoint)

    Sprite Move to C (add waypoint)

    ...

    Sprite On Arrived - repeat from the beginning

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  • Of course you can. Use JSON.ToCompactString expression.

  • No, sorry. I hope you made a backup copy.

  • This likely means that you have two different objects with the same name in your projects. For example, Player sprite - in one project it has 8direction behavior, and in another Platform behavior. Or in one project it has "health" instance variable, and in another project doesn't.

    In this case Construct can't paste objects between projects.

    You can try selecting and copying small groups of objects from the layout and pasting them on a blank layout in another project. If there are no error, try another group, until you find the object that is incompatible.

  • Check that the player sprite is not set as Global in the properties panel.

    If this doesn't help, run the game in Debug Mode (Shift+F4) and check the player object.

  • If you are talking about 500MB of image files, they will take much more than 1GB when if you load them all into memory, likely 10GB or more.

    You will need to carefully manage the graphics - load only necessary images and unload those that are no longer needed.

    You can estimate memory usage by placing a few sprites with animations on a blank layout and running it in Debug Mode.

  • Manually put all sprites from the family on an unused layout. Select all these sprites, right-click on one of them (which will be parent) and choose Hierarchy -> Add selection.

    Then select all children (without the parent) and untick all these checkboxes for them. Because you are using this hierarchy just to create them all at once, you don't want to sync any properties.

    Then use this action to create all sprites at once:

    Create ParentSprite at X,Y Create Hierarchy=Yes

    Make sure you don't have these sprites on other layouts.

  • If all members of the family have names like Obj1, Obj2, Obj3... then you can create them by name:

    For "n" from 1 to 10 : Create "Obj"&loopindex

    Another workaround is to manually create a hierarchy with all family objects on an unused layout. Then you can spawn this entire hierarchy in runtime, which will create all objects at once.

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dop2000

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