dop2000's Recent Forum Activity

  • I have given you two solutions. You can try either of them. The "code" is the same as events. For example, "On A Key pressed" is an event of the Keyboard object.

    I also suggest you study a couple of tutorials for beginners.

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  • There are several ways you can do it.

    You can use Timer behavior. On key pressed - start a timer for 2 seconds. On key released - stop this timer. On timer event - play animation2.

    Another option is with a variable.

    On key A pressed : Set variable Charge to 0
    
    Is key A down : Add dt to Charge
    ... Compare variable Charge>=2 : Player play animation2
    
  • I believe when you switch layouts, global objects are transferred to a layer with the same layer number, not with the same name.

    I think in your case it may be better to make the layer "UI" global. And disable global attribute for UI objects.

  • You can disable "Default controls" checkbox in the behavior properties. And control the sprites with events. There are lots of examples in the official templates, for example:

    editor.construct.net

  • As I understand, Wolf sprite in the prototype project has the same instance variables and behaviors as the Enemies family in the main project? In this case you can create a new blank project, copy Wolf sprite to that project, remove all variables and behaviors from Wolf sprite, and then copy it to your main project. Add it to the Enemies family, and then you will be able to copy over all events from the prototype project.

    Also, check out this tutorial from Ashley:

    construct.net/en/tutorials/upgrade-object-family-319

  • Looks to me like a bug with sorting string values. If you can reproduce it in a small project, you should report it:

    github.com/Scirra/Construct-3-bugs/issues

  • The second method is correct, but you need to change the event to "On Key Pressed" (not "Is key down").

  • Using the formula, I can make the sprite move in a circle no further than the specified distance

    You can do this with two actions - first set sprite position to the center point, then move at angle.

  • Actually, there is an action for this - Sprite Move At Angle

  • Use "Keyboard On ENTER Key Pressed" event and "TextInput Compare Text" condition to check if the entered text is the right answer.

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  • You can't do it. You need to insert this variable into the text with events.

    I usually do this with replace() expression. For example, in the array file I have this text:

    Gold: %coins%
    

    Then I replace %coins% tag with the actual number of coins:

    CoinsText Set Text to Array.At(....)
    CoinsText Set Text to replace(Self.Text, "%coins%", CoinsVariable)
    
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dop2000

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