dop2000's Forum Posts

  • I don't think so.

    Using "Fullscreen: Off" option is a bad idea, I suggest studying this tutorial:

    construct.net/en/tutorials/supporting-multiple-screen-77

  • You can store the correct sequence in a text variable.

  • Here is a simple way to drag a sprite at distance. Add two instance variables on the sprite - dx and dy and these events:

    You can also try a virtual "thumbstick" control:

    howtoconstructdemos.com/category/virtual-joystick

  • So let's say the OBI character has 20 dialogue lines. Some are on sheet1, some on sheet2 etc.

    When you collide with OBI, how do you know which dialogue should be played and from which sheet?

  • If there is only one instance of each object, you can use inverted "Is overlapping" condition:

    Box Is NOT overlapping Scale : Set text invisible
    

    But this won't work if there are many boxes. In that case you can try something like this:

    On every tick : Set text invisible
    
    Box Is overlapping Scale : Set text visible
    
  • Saving on every tick is an overkill. Even with Local Storage this may cause lags on some devices. Also, the game may run at 240 fps, why would you need to save 240 times per second?

    I suggest saving maybe once ever 3 seconds or so, this should be more than enough. And instead of saving positions of all blocks just re-generate them randomly when the game is resumed.

  • If you choose templates, they definitely need to be in the same project, on another layout.

    A template can consist of several objects combined into a hierarchy. Unfortunately, Tilemaps can't be added to hierarchies. Please vote for this idea:

    construct23.ideas.aha.io/ideas/C23-I-79

    So you will have to create two templates for each room. One template with a tilemap, and a second template with a hierarchy containing all other objects from that room - enemies, loot etc.

  • You can also start "Attack" animation in the same event where you set ParalizeEnemy to true.

  • I don't understand your question at all.

  • In your first post you mentioned you want to use videos for an idle NPC which doesn't move much. I would definitely not recommend this for the main character, especially modular and with so many different animations.

    I feel C3 may not be the right engine for this kind of game.

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  • Yes, you can load each tile from an array, but it will be much easier to load the entire tilemap.

    Manually create rooms in a separate project (let's call it Level Editor), and export each room tilemap to a string using Tilemap.TilesJSON expression.

    Then in your main game you can quickly restore the entire room from a JSON string using "Tilemap Load" action.

    You can store these tilemap strings in a dictionary, array or text files, it's up to you.

    .

    Another option is to use templates. Simply create all room templates on a separate layout. And in runtime spawn a room by its template name. For example:

    Create RoomTilemap from template "big_boss_room"

  • Event #2 on your screenshot runs on every tick while Is ParaliseEnemy condition is true. And you tell the animation to play from the beginning. That's why it's constantly restarting and you only see the first frame.

    You need to add another condition to this event:

    Enemy "attack" animation is NOT playing

  • I suggest using tilemaps for rooms. They can be invisible and used for collisions only, or you can use the to actually display walls and doors.

    I have a paid template where a level is generated from random rooms. It's a different method - the dungeon layout is pre-defined (rooms and exits don't change). But each room design is picked randomly. The room may consist of a tilemap, sprites and other objects.

    construct.net/en/game-assets/game-templates/random-level-generator-883

  • I've seen a project with hundreds of webm videos. I'm not sure if it's a good idea to use it for a character, but you can definitely have videos for background animations like sky, grass etc.

    I don't know if it's possible to quickly load another videos in order to use them as animations. You can preload multiple videos in multiple instances of Video object and keep them hidden or off-screen. When you need to change the character animation, hide the current video and un-hide another.

  • In runtime - don't add events that change the object height. If using hierarchies, disable "height" checkbox.

    In the editor - just be careful I guess :)