dop2000's Forum Posts

  • Jump-thru behavior is pretty buggy. Try making these platforms thicker. If it doesn't help, you might need to add some events that will check if the character is stuck inside the platform and temporarily disable the behavior to "un-stuck" it.

  • You need to store these messages somewhere - in and array, dictionary or JSON.

    Then you generate and display the list of messages from the array. If any message is deleted, you can simple re-generate the list.

    Here is a simple example of a scrollable list:

    howtoconstructdemos.com/scrolling-a-list-of-players-scores-images-etc-example-a-capx

  • Any idea how to release it on Play Store as I have heard that maximum size permitted on play store is 100 MB

    It should be 200 MB now, and that's download size:

    If your AAB is 150 MB, I imagine the download size will be even less.

    But you can reduce the size of exported game by compressing images with lossy compressor. I used pngquant:

    pngquant.org

  • Add a second condition to the event:

    System compare two values: Array.indexOf("cow")<0

  • You can use a single 1D array and just think of it as a 2D array :)

    Make an array with width=256 and use it to store 16x16 values. If you need an entry, say, for (X=5,Y=1), it's Array.At(1*16+5)

    Or Array.At(Y*16+X)

    Then you can easily remove entries in the middle and shift the rest of the array using "pop" action.

  • Interestingly, Dictionary.Get(Dictionary.CurrentKey)) returns an empty string, as it's supposed to be.

    Also, this doesn't happen with arrays. Array.CurrentValue works correctly with empty values.

    I would say this is a bug, you need to report it!

    github.com/Scirra/Construct-bugs/issues

  • Yeah, see this post:

    construct.net/en/forum/construct-3/general-discussion-7/json-data-types-182020

    It's weird that Scirra devs who are always so cautious about backward compatibility, have made this change, which can potentially break many old projects.

  • If you add more frames, the animation may run slow at low framerates. Say, if you make it 60 frames per second, but the game runs at 30 fps, the animation will play at 50% speed.

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  • Does this happen if you copy the tilemap to a blank project?

    Maybe some setting is slightly off on the tilemap or the layer with the tilemap - like z-elevation or angle is not zero. Or you changing the layer scale.

  • lionz I think OP is talking about the new actions which allow to delete animation frames in runtime.

    DreamingADream I don't think there is any easy solution. You can add empty frames and load images from URL into them, which means you have to import these images to your project Files folder.

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  • Turns out, you can't assign booleans to integers in JS. Try changing the code like this:

    localVars.debug=(runtime.objects.fSprite.getFirstPickedInstance().getAnimation("idle")==null?0:1);

    And the variable should be local. For global variables use:

    runtime.globalVars.varName

  • That's because the JS code picks the first instance in the entire scope. (which will always be the same in the loop)

    Since you are using For Each loop, you need to pick the family instance by UID. Right before the script, save fSprite.UID to another local variable - varUID. Update the script - instead of getFirstInstance() use getInstanceByUid(varUID)

  • I still struggle to understand what's what on your screenshot.

    Try this:

    dropbox.com/scl/fi/kjhcr6r9furktnme2e3kq/minimap.c3p

    If if doesn't help, please share a small demo project with an example of what the end result should look like.

  • You can assign the result to a local or global variable. Then check that variable.

    localVars.varName=(runtime.objects.Sprite.getFirstInstance().getAnimation("a3")!=null);

    If the animation exists, varName should contain value 1. (but I haven't tried it)