dop2000's Forum Posts

  • Is this for a game jam? The codebase in this case would be the entire C3 project file. It is not possible to separate event sheets from the rest of the project.

  • The same happens with NWJS export - even when GPU Preference set to "High performance" in project settings, the game runs on iGPU.

    Consider posting a bug report:

    github.com/Scirra/Construct-bugs/issues

  • As an experiment, try Bullet or Sine behaviors for the wall. They have been around for ages (long before MoveTo) and may work better with the Platform.

    Another option I would try is making the collision mask on the solid wall wider.

  • No need to use Physics. Just spawn a projectile with Bullet behavior and gravity.

  • Your whole approach is wrong. You have 4 different objects - espacio1-espacio4. It needs to be just one espacio object with 4 instances (copies).

    The same with CARTA1-CARTA4 - it needs to be a single sprite CARTA with 4 instances. You can use multiple animations in the sprite for your cards.

    .

    Once you make these changes, you will be able to run a loop like this:

    For Each Espacio order by random(1)

    .. Pick unassigned card and move it to espacio

  • Assuming that the yellow spaces are sprites, you can do this:

    System For Each YellowSpace order by random(1)
    .. Create Card at (YellowSpace.x, YellowSpace.y)
    

    This will process yellow spaces in random order and spawn a card on each.

    Instead of creating new cards, you can pick an existing card from the deck and move it to the YellowSpace position.

    Also, check out this demo, it may be useful:

    howtoconstructdemos.com/template-for-a-card-game-shuffling-a-deck-of-cards-dealing-cards-to-two-players

  • Check out this link, there are two demo projects:

    howtoconstructdemos.com/spawn-objects-randomly-without-overlapping-2-capx

  • You will not be able to put the character behind a tree if it's a part of the tilemap.

    And by the way, you can edit collision polygon of individual tiles on the tilemap.

  • Check out this demo

    howtoconstructdemos.com/z-sorting-in-an-isometric-view-game

    Also, you can change the collision polygon in the tree sprite, make it smaller. You don't need a separate collision object.

  • Make the canvas global (not certain this is needed)

    Save snapshot

    Change layout

    Load snapshot

    That should work, but just to clarify, they are two different methods.

    1. Make the canvas global. When you switch layouts, the canvas object will not be destroyed.

    OR

    2. Save snapshot - Change layout - Load snapshot

  • Ok, if you definitely need to parse the text file, then here is the code:

    System Repeat tokencount(s, newline) times
    .. Array push back tokenat(s, loopindex, newline)
    

    's' is the variable containing AJAX.LastData. Make sure to set array default width to 0.

  • Does it need to be a text file, and will its content change often? In other words - do you need to read specifically that text file every time the game starts?

    If not, then it will be easier to create a new array file in the project and manually import all words from the file into it. If you create enough empty cells, you should be able to copy/paste all words at once.

    You will still need to request the array file with AJAX.

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  • Is it Constructs that uses Immagepoint 0 if there is no ImagePoint 1 or something I did wrong ?

    Yes, if an image point doesn't exist, then the origin point (0) will be used.

    Also, if you want to change Objects animation frame only for an instance which is close to any of the Documents, you need to pick Object instances. When you use "System Evaluate expression", it doesn't pick instances, and it only checks the first instance of Objets and the first instance of Documents.

    So the correct usage should be something like this:

    Every tick: Objets: Set animation frame to 0
    
    System for each Documents
    System Pick Objets by evaluate: distance(Objets.X,Objets.Y,Documents.ImagePointX(1),Documents.ImagePointY(1)) < 100
     -> Objets: Set animation frame to 1
    
    
  • Simply move the origin point in the gun sprite further left. You can set it to negative coordinate, say -20.

  • Are you zooming the whole layout in or out?

    Check that "unbounded scrolling" is enabled in layout properties.