dop2000's Recent Forum Activity

  • This simple script will base64 encode a text in string variable:

    runtime.globalVars.var=btoa(runtime.globalVars.var);
    

    Use atob() to decode.

    For a bit of extra protection you can replace some characters after encoding. For example, replace "A" with "#", "B" with "_" etc.

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  • Maybe you could rotate the whole object 180 degrees, then it will grow from the right.

  • If there is no action to change this property, you can use a workaround - create two default instances of this sprite (on a separate layout if you wish). Configure them as templates, one with rotate=off, another with rotate=on. Then in runtime you can spawn an instance from a template.

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/templates

  • I understand that I can still spawn the item with the correct attributes as long as there is an object of the same type within the layout

    It doesn't need to be on the same layout. A common approach is to create a new unused layout like "Assets" or "ObjectRepository" and place default instances of objects there.

  • You can use a global object (an invisible sprite) with NoSave behavior. Create instance variables on that sprite to store the values which should not be affected by saving/loading.

  • If I create a sprite and use the touch or mouse object I can't seem to tween my camera. There is no option.

    What do you mean by "no option"? You should definitely be able to do that.

    Try something like this:

    Touch On Touched spriteButtonRight : Camera Tween X to (self.X+1920)
    

    Make sure that the sprite button is on a separate layer with (0,0) parallax, so it won't scroll with the rest of the layout.

    You might also want to add another condition to "On Touched" event checking that the Camera Tween is not currently running.

  • Seems like a bug, I suggest reporting it:

    github.com/Scirra/Construct-bugs/issues

    If you reset the polygon in the capybara sprite by right-clicking any point and selecting "Set to bounding box", and then rebuild the polygon, this should fix the issue.

  • System Save action saved the entire state of the game - all objects, variables, everything.

    With Local Storage you can choose what data you wish to save.

  • Try exporting with the latest beta:

    construct.net/en/make-games/releases/beta/r304

  • Consider using a dictionary instead of those variables.

    You can still save many variables at once in Local Storage using this method:

    howtoconstructdemos.com/easily-save-multiple-values-in-local-storage

  • That converter tool can only make runtime 2 version of the addon. Runtime 2 is deprecated and it will not work in the modern versions of Construct 3.

    What addon are you trying to convert? Have you tried searching for it? maybe someone has already ported it for C3.

  • I don't think it's a good idea to use Physics in this type of game. If the sole purpose of it is preventing enemies from overlapping, you should look for a different approach.

    If you are using Physics, you should avoid moving or rotating the objects with non-physics actions or behaviors, because this breaks physics calculations. You should only use Physics actions like Apply Force, Set Velocity etc. For the knockback effect I suggest applying impulse or setting physics velocity.

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dop2000

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