dop2000's Recent Forum Activity

  • It's not really a matter of performance, these events are different. "On key pressed" is triggered once. "Is key down" is triggered every tick, about 60 times per second, while the key is down.

    Therefore, "Is key down" may be worse for performance if you have lots of actions in this event.

  • Have you seen Audio Positioning template?

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  • Just double-check everything, make sure it's exactly as on my screenshot. If you have Fade behavior on this text object, disable it. Also, make sure the size of Text object is enough to fit all text at maximum font size.

  • Origin image point (image point #0) always exists, and you can't rename it.

    If you want to check if another image point with a specific name exists, there is no straightforward way to do this.. If you are sure that the image point "Test" is not set at the same position as the origin, you can do this check:

    Sprite.ImagepointX("Test")<>Sprite.x or Sprite.ImagepointY("Test")<>Sprite.y

    If the result is true, this means the image point "Test" does exist.

    R0J0hound I tested just now and seems like if you try to access ImagepointX or ImagepointY for a non-existing image point, these expressions return coordinates of the origin point, not 0.

  • I thought I explained everything in the previous comment?

  • Your approach was correct, but you made a few mistakes. You need to use UIDs, not IID here, because IID is not a unique number. Use "For each" when there is a possibility that an event can pick multiple instances and you need to process each instance differently (say, pick a different target). I also recommend using Timer behavior instead of "Every X seconds".

    Here is the fixed project:

    dropbox.com/s/00lmkfa9f50grur/RTS_fixed.c3p

  • Tween a value. In "Tween is playing" event set text font size to self.Tween.Value("tag")

    I recommend using SpriteFont instead, it will scale better.

  • You can simply put this event into a group and deactivate this group after the ball is launched. Re-activate the group again when needed.

    Or add a variable CanJump=1. Modify the event like this:

    On Space Pressed
    CanJump=1 
    		Ball Apply impulse...
    		Set CanJump=0
    

    Reset CanJump to 1 when it's ok to launch the ball again.

    .

    Also, if you need to test only X velocity, use System Compare Two Values event, with expression Ball.Physics.VelocityX

  • So your question was actually about the controls? Sorry, it wasn't clear.

    You can use Touch.SpeedAt and Touch.AngleAt expressions to detect swipes on touch screen. For example, if Touch.SpeedAt(0)>200 and Touch.AngleAt(0) is between -30 and 30 degrees, this is a swipe to the right.

    There are quite a few tutorials, but they all are giving me "500 exception" error at the moment, must be some temporary issue, try opening them later:

    https://www.google.com/search?q=swipe+tutorial+site%3Aconstruct.net
  • Looks like you need TileMovement behavior, see this example:

    editor.construct.net

  • File -> New -> Select a template to start with -> Example: Gamepad control

  • Try asking in this post, there is a lot of activity and people might help you there:

    construct.net/en/forum/construct-3/general-discussion-7/spriter-c3-addon-6-8-2019-130240

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dop2000

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