dop2000's Recent Forum Activity

  • There are two Google Maps addons for C2, but I don't know if they have been ported to C3 yet.

  • If your tiled backround image is 1920x1080, then you are using it wrong.

    Also, two instances of 1920x1080 sprite will take the same amount of memory (a lot!) as 1920x1080 tiled background repeated two times.

    .

    Tiledbackground is used to fill large areas of the screen with small repeating pattern. For example - if you need to make a sky, create a small 10x10 px blue tiledbackground and stretch it to the entire layout. Then add small sprites with clouds. This setup will use very little system resources.

    Read this toturial:

    construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

  • You can disable collisions for this sprite.

    If you need collisions for something else (for example, interacting with enemies, bullets), you can pin another (invisible) sprite with enabled collision to it and use it for collision detection.

    .

    Or do it the other way around - remove Platform behavior from this main sprite.

    Add invisible sprite with Platform behavior and disabled collisions.

    Pin your main sprite to the invisible platform sprite.

  • For C2 use Rex's "Date" addon, you can find it here:

    c2rexplugins.weebly.com

  • Life is too short.... :)

    Here is the capx:

    dropbox.com/s/gjdqwddxxwpugho/Test11.capx

  • Why did you add "set x to self.x+300"???

    Remove this action!

  • XRArrayTextBox pick nearest to (100000,90)

    And remove the first action - XRArrayTextBox set x to self.x+300

  • Try this:

    Set layout scale to clamp(2200/distance(1CharBox.X, 1CharBox.Y, 2CharBox.X, 2CharBox.Y), 0.5, 2)

    "2200" is the biggest distance possible on 1920:1080 screen (the diagonal).

  • Just edit your event, it's a simple change -

    instead of "Repeat 1 times" condition put "XRArrayTextBox pick nearest to (100000,90)"

  • You should post your project code, not videos of the gameplay :)

    See my first comment in this post, if you copy all events from the screenshot, all your animations should work correctly.

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  • I posted an answer here an hour ago and for some reason it's still pending approval from the moderator. I really don't understand this new forum...

    Anyway, here it is:

    Edit: It's actually Pick nearest instance, not closest.

  • Hey,

    Sorry, the project is a complete mess.. It will take a lot of time to make it right. You select an answer and then players should click correct questions?! This is some broken logic! :)

    I suggest you search for a better example, there should be lots of tutorials on how to make this kind of quiz games.

    .

    And all this can be done much much easier. You don't need any arrays.

    You need one "Question" sprite with animations A, B, C, D etc. Each animation contains one frame - big fancy letter.

    And one "Answer" sprite with animations also named A, B, C, D etc. Only in this sprite each animation should contain lots of different pictures starting with this letter. For example, in animation A you can have two frames - airplane and acorn.

    .

    So when the game starts, you set a random animation name to the question sprite, say "B".

    Then you spawn different answers, with random animations and random frames from each animation.

    When player clicks an answer, you simply check if question.AnimationName=answer.AnimationName

    If animation names match, the answer was correct, that's it!

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dop2000

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