dop2000's Forum Posts

  • There is nothing stopping you from using family I believe.

    Except that families are not available in free version of Construct.

  • There are so many mistakes, I managed to get it working, but just barely..

    1. Events 9 1nd 13 and local variables need to be inside the functions as sub-events, not outside.

    2. You are composing JSON path wrong.

    "Scene"& curScene & "Dialogue" will result in "Scene0Dialogue", which is an invalid path.

    Check out this project, it shows paths to all values and keys in JSON:

    dropbox.com/scl/fi/3lvdqp1x1v57xy0prahrj/JSON-RecursiveRead.c3p

    Besides, you spell key names differently in every event! In one event it's "dialogues", in another "Dialogue". Double-check the spelling in all events. And JSON keys are case-sensitive!

    3. Parallax on the dialogue layer should be 0x0

    Also use layer names in events, not numbers.

  • I think an array is an overkill here. You can make a function:

  • Think I'll try this developer.android.com/games/pgs/leaderboards

    I believe this is for Android apps published on Google Play only.

    If you are making a web game or a multi-platform app, you need to look at other services like PlayFab or Firebase.

  • It pauses waits and events like "Every X seconds". It doesn't pause most other events, loops, triggers.

  • Is that screenshot from the array editor in Construct?

    Column names in the array editor are just for convenience, you can't use them in expressions.

    You need to loop through the array on its Y axis, comparing elements at X=0 and X=1 with the instance variables on the sprite:

    For each Sprite
     Repeat Array.height times
     Array.At(0,loopindex) = Sprite.Episode
     Array.At(1,loopindex) = Sprite.Sequence 
     --> Sprite Set animation to Array.At(2,loopindex)
    
  • Yeah, you can use this formula:

    Audio Set volume to log10(volumePercentage/100)*20

    Where volumePercentage is a value between 0 and 100

  • You will need several events:

    On Q Key Pressed: start a timer, say for 0.5 seconds.

    On Timer: open menu.

    On Q Key Released and if the timer is still running: stop that timer, and switch weapons.

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  • You mean the route editor? Its interface may be very simple like: on "A" key pressed create a waypoint sprite under mouse cursor, on "D" key destroy a waypoint sprite under mouse cursor. And the sprites have drag&drop behavior, so you can move them.

    Then press a button to export all waypoint sprites to a string of coordinates. The resulting string may look like this, each pair of numbers representing waypoint X and Y:

    100,100;120,200;200,120;300,300

    Or it can be a JSON array:

    [{"x":100,"y":100}, {"x":120,"y":200}, {"x":200,"y":120}, {"x":300,"y":300}]

    Then in your main project you need to parse these strings or split them using tokenat() to extract these coordinates.

  • It's up to you how you organize this. I would probably prepare a large single JSON with default values for all creatures (see an example in that linked post).

    And if needed, store a small JSON record with custom stats for each creature instance - as a string instance variable, or in a JSON object in a container.

  • For many reasons I can't use a single object with 100 frames or animations, so I have to work on 100 different object unfortunately.

    Why not? And why can't you combine them into a family?

    It's not a good project organization when you have 100 similar but different objects, each with its own instance variables, behaviors etc.

    Even if you find a way to run an event for all of them (say, via a script), working with these objects will be very-very difficult. I strongly suggest to reconsider.

  • If only 5 objects will be moving at a time, then you shouldn't worry about the performance. (unless you notice issues with it)

    But there is another question - if you need 100 different routes, how do you conveniently create and store them? Making them by hand and saving as timelines, for example, is going to be a tedious task.

    In the game I'm currently making, I am storing NPC routes in a JSON file as a list of waypoint coordinates. I made a small "route editor" project for that.

  • Ashley likes to post this link:

    construct.net/en/blogs/ashleys-blog-2/answer-own-performance-925

    I imagine with hundreds of moving objects the performance will not be very good with either method. You might want to think of some ways to optimize this.

  • No, debug mode pause is different.

    Settings timescale to 0 pauses all behaviors, animations etc. But events still run on every tick. Otherwise how would you control the game while timescale=0?