dop2000's Forum Posts

  • Add an invisible camera sprite with Scroll To behavior. Instead of setting scroll directly, move the camera sprite with lerp. Then you should be able to use the Shake action in Scroll To behavior.

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  • Then I'm not sure I understand your question. Do you want to stretch/distort the 8x8 tilemap to fit perfectly into 428x240 viewport?

    Or do you want to distort your entire game to fit into any monitor or window resolution? This may be a bad idea because there are ultra wide monitors with aspect ratios like 30:10

    Also, seems like you don't understand the difference between Scale Inner and Scale Outer modes. Scale Inner cuts off parts of your layout, Scale Outer shows more of your layout.

    construct.net/en/tutorials/supporting-multiple-screen-17

  • There are many different screen aspect ratios and it's not possible to fit 428x240 image into any screen without distorting it. So there inevitably will be empty bars either at the sides or at the top/bottom.

    You can choose letterbox mode and live with black bars. Or you can use Scale Outer mode and put some kind of nice looking border (sprites or tiled backgrounds) around your 428x240 area. You can also add a condition to to ignore mouse events if players click that border.

  • And that's why I keep telling that the current votes system is stupid. I also need this feature, but I can't vote because I've ran out of votes a long time ago.

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  • (CanvasToLayerY("ruler", LayerToCanvasX("river",race_flag.X,race_flag.Y), LayerToCanvasY("river",race_flag.X,race_flag.Y))

    This expression is correct. It will convert flag Y-coordinate from layer "river" to layer "ruler". Make sure that the objects are on the right layers.

    If it still doesn't work, please post a screenshot of your events.

  • You need to convert touch coordinates to canvas snapshot coordinates:

    Set snapshotX to round((Touch.X-DrawingCanvas.BBoxLeft)/DrawingCanvas.PixelScale)

    Set snapshotY to round((Touch.Y-DrawingCanvas.BBoxTop)/DrawingCanvas.PixelScale)

    And then use these variables to get the colors.

  • It is possible if you combine all sprites to a family. Then you can use this condition to pick family member by name:

    System Pick EnemiesFamily By Evaluate: EnemiesFamily.objectTypeName="enemy"&number

    But if you are going to use a family, I suggest defining an instance variable "EnemyType" on the family to make picking easier.

    You should still be able to open the project in C3. But you need the entire project folder, not just the .caproj file

    Use "Open Project Folder" option in the menu.

  • One step I perform for every animation after import is 'crop transparent edges'. Can this be another flag in the settings .json?

    You can import all animations first, and then crop edges for all animations with a single click.

    DiegoM Is it possible to add a search of filter feature to the list of animations? I have sprites with hundreds of animations and it takes a lot of time to find anything there.

    Even a very simple implementation will be quite useful - like in Windows folders when you press letter "B" on keyboard, the focus jumps to the first file which name starts with "B".

  • AnD4D

    Compare Two Values: layerIndex("name")>=0

    :)

  • Copies of the same sprite are called instances in Construct. Events like "Mouse On Object Clicked" will pick the clicked instance. And any actions inside this event will only apply to the picked instance.

    In your project you need to move events 17-21 inside the event 16 (make them sub-events).

    Also, I suppose your couleur variable should be an instance variable on the Spot sprite. This way each instance of the Spot sprite will store its own couleur value

  • You need to set the correct scaling mode and maybe use Anchor behavior for UI objects. Check out this tutorial:

    construct.net/en/tutorials/supporting-multiple-screen-17

  • Like I said, you can't save to the same txt file in the project.

    A common solution is to save to Local Storage.

    When your app starts - first you check if there is a value in Local Storage. If there is, load it. If there isn't, load the default values from the txt.