dop2000's Recent Forum Activity

  • "For each" loops are quite slow. If you are planning to have 17 animations, with this approach you'll need at least 19 loops, which may cause performance issues. So I suggest to do everything in one loop (see the screenshot in my previous comment)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Generally, when you pick multiple instances by UID, you need to use "For Each".

    So change your code to this:

    .

    Also, if you only have a few enemy types, it may be easier to combine them into two sprites. (combine art1, art2, art3 into one "art" sprite, and base1, base2, base3 into "base" sprite)

    This way you will not need to use families and you'll be able to fully benefit from the use of the container. You will no longer need the baseUID variable as instances in containers are picked automatically.

    Of course you will have to add another variable "EnemyType" and name your animations like "Walk1", "Walk2", "Walk3" for different enemy types.

    So your events may look like this:

    Base Platform is jumping -> Art set animation to "Jump"&Art.EnemyType
    

    Simple!

  • If cheaters use some automated software that simply scans the memory for values and changes them, they the array will probably not help.

  • Your game is in landscape, so it's very unlikely that player will touch the left side of the screen with the right thumb. So if the left side of the screen is touched, you do movement/action, and when the right side of the screen is touched, you make the player jump.

    You can do this:

  • Well, your question was about user controls and you didn't provide much details about your game. If you have a small car driving around on the screen, then here is an updated demo:

    dropbox.com/s/kokmzlb1qakzkz1/ThumbstickHorizontal_Car.capx

    If you are making a vertical scrolling game, like this, then you should probably use Bullet or some other behavior (not Car).

    .

    As for your second question - I had some programming experience, so learning Construct was easier for me. But I actually improved a lot and learned hundreds of new things and tricks when I started reading and posting on this forum. Also google is your friend :)

  • You can't really protect your game from hackers, the best you can do is make their job harder.

    I'll quote my answer from a similar post:

    You can keep your score hashed at all times. Check if the hash is correct before adding points or submitting the score.

    Or keep track of the score in 2 different variables - one in clear form and another in some encrypted/obscure format. (Multiplied by 3.14, converted to text, written backwards etc.)

    Display the clear variable in your game and don't check its integrity, allow the hacker to change it. But when it's time to submit the highscore, de-crypt the other variable and upload it.

  • There are several ways to do this.

    You can keep track of Touch IDs - check when each one starts and ends, but this is probably the hardest method.

    You can use "Nth touch" events and expressions Touch.***At(). For example if two fingers are touching the screen, Touch.XAt(0) will return X for the first touch and Touch.XAt(1) for the second.

    And finally, you can place two big invisible sprites, one on the left side of the screen and one on the right. And then simply check "Is touching object LeftSprite -> Run", "Is touching object RightSprite -> Jump".

  • The common trick is to use an invisible rectangular sprite with Platform behavior and simple collision polygon. You need to remove Platform behavior from the character spite and pin it to that invisible sprite.

  • You can try a combination of Pin+Pathfinding.

    Pin an invisible sprite to your character (with "rope" setting), which will act as a target for Pathfinding. And then use Pathfinding to move the actual party member to that sprite position.

  • They can work together if you are not using them both at the same time, or if you are not dragging your paddle over any solid sprites.

    You can add another event - if paddle is dragging, disable 8direction, else enable 8direction

  • It's because the paddle has 8-Direction behavior, and objects with 8-Direction behavior can't overlap Solid objects. It doesn't actually disappear, it jumps to the left or right edge of the wall.

    If you want to limit the movement of your paddle, you should use an event like this:

    Paddle is dragging -> Paddle set Y to clamp(self.y, 100, 600)

  • You do not have permission to view this post

dop2000's avatar

dop2000

Member since 26 May, 2016

Twitter
dop2000 has 257 followers

Connect with dop2000

Trophy Case

  • 8-Year Club
  • Entrepreneur Sold something in the asset store
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • x5
    Popular Game One of your games has over 1,000 players
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • x3
    Quick Draw First 5 people to up-vote a new Construct 3 release
  • x13
    Great Comment One of your comments gets 3 upvotes
  • Delicious Comment One of your comments gets 10 upvotes
  • Email Verified

Progress

28/44
How to earn trophies