dop2000's Recent Forum Activity

  • Save layout name into the global variable in "On end of layout" event.

  • Can the Ai be done with bullet behavior or 8 dir as well for this?

    Yes, if you manually create a path through the maze for the enemy, for example with waypoint sprites.

    But if the maze is random, then you need pathfinding. If you wish, you can use pathfinding only to calculate the path, and then move enemies along this path with other behaviors - MoveTo or Bullet.

  • Im not using any tilemaps or grids for this. It's just solid walls, clearings and the player for the enemy to navigate through and chase.

    Ok, then your only option is Pathfinding. You just need to configure it correctly. If in your game the enemy goes through walls when moving along the path, it means that the cell size is too large.

  • With pathfinding it's all about correctly configuring it. You need to find the right cell size, cell border, speed, rotate speed etc. With correct values your character will navigate through the maze properly.

    If your game is grid-based, you can try EasyStarJS addon, it's an advanced and very fast pathfinding plugin for tilemaps, there is a link to C3 version on the last page:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-easystar-js-pathfindi-96215

  • The problem here is that Beta and Gamma will almost never be 0. For example, if you are tilting your phone up, Gamma may be +90, but Beta may be +3. And Beta will "overpower" Gamma, because the event where you compare Beta>0 comes last. And the character will move to the right, instead of going up.

    Basically, you need to determine which direction the phone is tilted the most.

    Try setting "deadzone", ignore small numbers and only move the character when Beta/Gamma is smaller than -20 or greater than +20. You may need to experiment with these values.

    (By the way, on my phone Gamma is left/right and Beta is up/down, not sure why, maybe because I'm testing in portrait mode)

    Also, why did you add 8-direction? It may not work properly together with Bullet.

  • 10 layers is definitely not too many.

    Have you tried getting logcat log from the phone? There may be an error message which will tell you what's wrong.

    It would help if you could recreate this problem in a small demo project and post it here.

  • For Android you can find it in Google Play Console, under Development tools -> Services & API.

    For IOS - I don't know, try googling.

  • Who "they"?

    You can use Enhance addon for ads and IAPs if you don't trust native C2 plugins.

  • Add sprite to a family. Then you'll be able to do "For each Sprite, if Sprite is overlapping Family..." or use Line of Sight - "For each Sprite, if Sprite has line of sight to Family..."

    and then compare instance variables on the sprite instance, and on the Family instance.

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  • For 2048 game I would probably recommend not to use arrays at all. It's much easier to make this game with sprites and instance variables, than manipulate values in a multi-dimensional array.

  • You can find my email here, but I will not be able to work on this for free.

  • If you want to tween button scale, use "Tween (two properties)" action, property:Size, End X: Self.ImageWidth*0.1, End Y: Self.ImageHeight*0.1

    And you will not need to any other events.

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dop2000

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