dop2000's Recent Forum Activity

  • Your Else condition is hanging, it does nothing. Try changing it like this:

    ...
    Else
     System pick All invItems
     invItems compare animation frame=0
     invItems pick with lowest slot
    	.........
    
  • I have no idea what this has to do with AJAX, but you can add a variable ShootingAllowed and do something like this:

    AJAX Request ...
    Set ShootingAllowed to 0
    Wait for previous action to complete
    Set ShootingAllowed to 1
    

    And add "ShootingAllowed=1" condition to the event where player is shooting.

    Also, to avoid negative values in health variable, instead of "Subtract damage from health" action, use "Set health to max(0, health-damage)"

  • Assuming your TiledBackground object height is 800px - try changing the second action to "TiledBackground Set Y to (Self.Y-800)"

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  • JuanDaniel_123 On the screenshot in my previous comment "200" is the force of the knockback. You can change it to any value you want. You can also add a variable WeaponKnockback and use it instead of the fixed number.

  • .c3p files are actually zip archives. Rename it to zip, extract to a folder, open yourproject.c3proj file in Notepad. You will see the version it was saved with, for example:

    "savedWithRelease": 18204

  • How big is your game? (in megabytes)

    Try disabling/removing things, until you find which one of them is causing the delay. For example - remove GooglePlay plugin, test.

  • I don't fully understand the issue, but I think you need to use Line of Sight behavior with ray casting, instead of the obj_PlayerDestinyFinder object. Cast a ray, use Player.LineOfSight.ReflectionAngle expression, maybe that will be what you are looking for.

    See these two templates:

    https://editor.construct.net/#open=instant-hit-laser

    https://editor.construct.net/#open=raycast-reflections

  • You need to have at least one copy (instance) of the object on any layout. Create a blank layout, name it "Storage" or something similar, put your Particles object there and configure all its properties. After that you will be able to spawn it.

  • Use Touch instead of the Mouse. You will still be able to control it with the mouse, but Touch plugin also has SpeedAt() and AngleAt() expressions.

    You can use them to apply an impulse at angle, for example:

    On Touch End -> Sprite apply impulse min(100, Touch.SpeedAt(0)) at angle Touch.AngleAt(0)

    But of course you will need to experiment with values.

    Instead of physics you can use Bullet or some other behavior.

  • If you have lots and lots of frames with size like 600x650, then it's understandable why the editor is lagging. You will also get poor performance and extremely high memory usage when you run the game!

    Run the project in Debug Mode and check memory usage by images, with and without this sprite, you will see for yourself.

    From what I can see, the image is very simple, you need to reduce its size and the number of frames significantly.

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dop2000

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