dop2000's Forum Posts

  • It probably uses a third-party Tween plugin, which is not supported in runtime 3.

    Try opening the project in old versions of Construct, for example r189

    editor.construct.net/r189

    If it opens, try switching the project to Runtime 3 in project properties. If the editor doesn't allow this, then you will need to manually remove Tween plugin from all events and objects. Then save the project, then you should be able to open it in recent release of C3.

  • That's still not correct. You are not picking family members! All archers will move to the same GoodArmy instance, even if it's very far away and there are better targets nearby.

    And "Add target" action should not run on every tick. It's usually done once when the object is created, or on start of the layout.

  • Start a timer. In "On timer" event spawn a new object.

    There are plenty of tutorials and detailed documentation:

    construct.net/en/make-games/manuals/construct-3/behavior-reference/timer

  • You can use Timer behavior. Or increase a variable every 1 second, and check if it's >=5 seconds.

  • "Tap" is a gesture, it means short touch and release.

    What you are probably looking is "On object touched" and "On touch end" triggers.

    You can also add more checks, for example: while recording is in progress, if the finger is no longer touching the object -> stop recording.

  • Events which have a small green arrow on the left are triggers. You can't invert triggers.

    And what exactly did you want to achieve by inverting "On tap" event? "On not tap" - what does it mean?

  • Say, you have a single Enemy sprite with animations Zombie, Skeleton and Goblin.

    Put 3 copies of this sprite on Assets layout. Configure the animation and instance variables like HP, armor etc. And give a name to each template:

    When you create an Enemy from "goblin" template, it will be created with the correct animation and variable values.

    Templates are not related in any way to animations. You can have multiple templates with the same animation, for example "zombie_soldier", "zombie_medic"

  • I'm not sure if I understood your question, but if you are looking for a way to spawn the same sprite with different pre-defined animations and values, you can use templates.

    Put all these sprites on an unused layout, configure their instance variables and set animations. Give a template name to each instance. You can then specify template name in "Create object" and "Spawn object" action to create an object from a particular template.

  • There should be a file with the same name as your project, just run it on mac.

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  • Run your game in Debug Mode (Shift+F4) and you should be able to see what happens with those objects.

  • You mean different offsets in one tilemap? It's not possible. You can put multiple tilemap instances, each with a different offsets.

  • You can use "Dictionary For Every Key" event to go through all keys. Say, to check if the character is wearing any armor:

    Dictionary For Every Key
    find(Dictionary.CurrentKey, "armor")>=0
    Dictionary.CurrentValue>0
    
  • No need for Javascript. You can check tile ID using "Tilemap Compare tile at" condition. Say, if it's a ground tile - spawn an earth creature. If it's a water tile - spawn water creature.

    To convert between layout and tilemap coordinates use these expressions:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/tilemap

  • Use "System Is between values", because I think the angle may not always be exactly 90 degrees.

    Note, that this is an inverted condition (right-click, Invert)