dop2000's Forum Posts

  • Nope. Can you test if this happens with previous versions of C3? If the same project works fine in r327, I suggest you log a bug report:

    github.com/Scirra/Construct-bugs/issues

  • There are better and easier ways to do this.

    1. Add both Batsprite and Batbullet to a container. Then when you create Batbullet, its own Batsprite will automatically be created. It will also be automatically picked in all events, and destroyed later when Batbullet is destroyed.

    To attach the Batsprite to the bullet, use Pin behavior or add it as a child in hierarchy. Do this in the same event where the bullet is spawned.

    2. You can also create a hierarchy manually in the layout editor (select both sprites, right click and add bat sprite to the bullet sprite as child). When spawning a bullet enable "Create hierarchy" checkbox - the bat sprite will be created with the bullet and will already be attached to it.

  • If you copy an event in C3 editor and paste it into Notepad, it's pasted as JSON string. You can probably train ChatGPT by giving it different JSON strings and explaining what each of them mean. After that it may be able to generate events which you could simply paste into C3.

  • Try pressing F12 in preview and see if there are any error messages in the console log.

  • On second thought, maybe I can put a reference object with tween then read it's values into the layers.

    Exactly, an invisible sprite which runs Tween Value - I do this all the time.

  • Can you show a screenshot of your events?

    dt should work if your FPS are 30 or more.

    You can also use the official behaviors like Tween - they are framerate-independent.

    Changing the minimum framerate to 10-20 somewhat helps

    How do you do this? If your game runs at less than 30 fps, you need to focus on fixing the performance.

  • Use a global variable.

    If you are resetting global variables when switching between layouts, then you can store this data in a Dictionary, Array or JSON object.

    An Array would probably be the best choice to store the progress if you have many levels.

  • I've never seen this, can you post a screenshot?

    Are you using any editor theme addon?

  • Don't check for overlapping. Pick all sprites with Sprite.X>Line.X, and then among them pick a sprite with the lowest X.

    There are several ways to pick by lowest X, you can use a loop:

    Sprite compare X > Line.X
    For Each Sprite Ordered by Sprite.X 
    ... Line set X to Sprite.X
    ... Stop Loop
    
    
  • The easiest solution would be using a TextInput or HTML Element object.

    For Text object there was an old C2 addon that allowed scrolling, but as far as I know it was never ported to C3.

    You can also break the text into lines using tokenat() and make your own scrolling system by displaying only several lines at a time.

  • When something is not working correctly with Physics objects (for example a joint breaks, or objects not colliding properly), you can try fixing it by changing these stepping parameters. Sometimes it helps, but most of the times not.

    Here is a little more info:

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  • You can generate a permutation table and copy all values from it into an array. Then use the array to get random values.

    You can use one 2D array to store both permutation tables - one on Y=0 and another on Y=1

  • I made quite a few changes, but the code is much simpler now:

    dropbox.com/scl/fi/tldvfge6qlep0ien4ryd4/blockslug2.c3p

  • Here is an even simpler method with just one event. Change 1.5 value to make it move faster or slower:

  • It's often called a thumbstick control or a a virtual joystick.

    Here are a few examples:

    howtoconstructdemos.com/category/virtual-joystick