dop2000's Forum Posts

  • Use this expression:

    Set myVariable to Browser.QueryParam("name")

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  • You can't overwrite the txt file in the project.

    In html5 export you can prompt players to save a new file using "Browser Invoke Download" action. They will see standard "Save As" dialogue.

    In NWJS export you can use "Write File" action, this way you can save the file silently, without prompting the player.

    .

    Also, you need to replace "Wait 1s" with "Wait for previous action to complete" in your project.

  • I don't think it's possible without creating some kind of list of all family members - for example in an array.

    You can manually put all hair sprites on the layout (somewhere off-screen). And instead of creating/deleting them move them to the screen and back.

    Another option is to combine all hair animations into a single sprite.

  • It would help if you explain what you mean by "selection box"?

  • You need to add newline expression (or insert line breaks in your file) between each item. Or add each item one by one.

  • There are a couple of examples in C3:

    https://editor.construct.net/#open=instant-hit-laser
    https://editor.construct.net/#open=raycast-reflections
    
  • I really doubt that it's possible.

    Maybe you can use some effect on the layer, like "Pixellate"?

  • I am not sure I understand your question, but what you are probably looking for is hierarchy feature.

    construct.net/en/blogs/construct-official-blog-1/lets-talk-scene-graph-1569

  • I don't have a switch controller. Have you tried "On any button pressed" event or Gamepad.lastButton(0) expression? Maybe the switch controller sends different button codes.

    Also you should try if your gamepad works in Construct 3.

  • There are websites where you can test your gamepad in the browser:

    gamepad-tester.com

    greggman.github.io/html5-gamepad-test

    If they don't detect D-pad, then it's probably an issue with the drivers, not with Construct.

  • Here is a demo from my other template:

    dropbox.com/s/jwrj18ew5qdauxk/RandomLevelGenTD_demoC.c3p

    It's for top-down games, but it does exactly what you are asking - you can put several placeholder sprites on the layout, and at runtime they will be replaced with random rooms/walls/scenes.

  • Try googling this error - originator doesn't have entitlement

    There are plenty of links with different solutions.

  • Use two nested loops:

    For "x" from 0 to 100
    For "y" from 0 to 50
     Set Tile (loopindex("x"), loopindex("y")) to random(.... 
    

    Bonus question: is it possible to also randomize the rotation and mirror for tiles?

    Yes, you'll have to use a temporary variable, something like this:

    Set r to int(random(8))
    
    Compare r=1 : set tile state to "flipped horizontal"
    Compare r=2 : set tile state to "flipped vertical"
    Compare r=3 : set tile state to "rotated 90 degrees"
    ....
    Compare r=7 : set tile state to "rotated 270, flipped vertical"
    
  • The easiest way is to create a sprite, then in a loop move it to a random position and check if it's overlapping the tilemap. Once you found a position where it's not overlapping the tilemap - stop the loop.

  • You might need to store all this information in some data object - an array or JSON file. It may be a simple table, say the first column contains fish name, second column contain odds of it to be caught in a lake and so on.

    The odds should probably be cumulative. For example, the base odds of catching fish X in lake Y is 20%. Certain baits can increase or reduce these odds.

    After you calculate the odds for each fish type for the current conditions, you can create a probability table with Advanced Random plugin, and pick a random fish from that table.