dop2000's Forum Posts

  • You are probably overthinking it. I suggest using MoveTo behavior for the camera - it's more flexible than lerp, you can configure maximum speed, acceleration and deceleration values for a nice smooth movement. And then you can do something like this:

    If variable: Camera Move To (room_center_x, room_center_y)

    Else : Camera Move To (Player.x, Player.y-100)

  • You need to use Button.ImageWidth and Button.ImageHeight in tween actions.

    Button.ImageWidth*1.1 when the cursor is hovering, Button.ImageWidth when it's not.

  • Yes, or at least a screenshot showing their parent events and event numbers.

  • It's difficult to tell what is wrong without a project file.

    Run the game in Debug Mode (Shift+F4), then you will be able to check how many sword instances there are on the layout (should be just one), check all angles, animation etc.

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  • It's stored on the servers of the marketplace (Google Play or Appstore). I don't know if the device needs to be online.

    You can store the purchases in the app, but you still need to check if the product is owned when the app is launched for the first time - in case the product has been purchased before on a different device, or the app was re-installed.

    Also, people can refund the purchase. So it's still recommended to check if the product is owned occasionally.

  • There is a mistake in your condition. You have:

    Array_Hand value at (Array_Hand.at(0,1))=1

    Should be:

    Array_Hand value at (0,1) = 1

    Use "Compare at XY" condition.

  • Well, from what I can see, you set the sword angle to 45 degrees, spawn a bullet, then set bullet angle of motion to sword.angle - that's why it moves at 45 degrees.

    .

    A few other things - you are using the signals wrong. It makes no sense to send a signal on every tick.

    And you don't need to "Pick last created" in event #40. The bullet instance gets automatically picked in event 39 when you spawn it.

  • Did you check if the file is being created?

    I hope the events on your first screenshot (Main Menu) are sub-events under some trigger. Because otherwise they will be running on every tick, constantly reading and overwriting the file, which may explain why it's empty.

    Can you make a bigger screenshot showing all these events at once? It's impossible to tell what can be wrong by those fragments.

  • You can use Mouse conditions "Mouse button is down" and "Cursor is over object", but this event will run on every tick, so you will need to use delta-time.

    For example:

    Mouse Left button is down
    Cursor is over Car 
    ..... Add 2*dt to CarHealth
    

    This will increase CarHealth by 2 every second.

  • No worries!

    You can apply Bulge effect to a sprite or any other object.

  • You mean something like this?

    dropbox.com/scl/fi/awsgtkvfkijxq4baqy0jp/pulse_effect.c3p

  • Correct, "is overlapping" check performs many times per second.

    But I would suggest re-organizing your events like this:

    This way you don't perform unnecessary checks on every tick, which means better performance. It also makes the code easier to understand when everything related to enemy damage is grouped in one event, rather that scattered across the event sheet.

    Also, instead of updating the position of Slash sprite on every tick, you can pin it to the player, or attach with hierarchy (add as a child).

  • Make sure the bullet image is aligned properly in the animation editor. The default orientation for all sprites in Construct is 0 degrees, which means they should be facing right or "East".

    If this doesn't help, please share your project file or a screenshot of the event sheet.

  • So...how do I find the mouse position so I can start working this out?

    Have you tried the manual?

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

    You can save Mouse.x and Mouse.y when an object is clicked in a pair of variables (global/local or instance). Then on every tick compare the distance and angle between the saved and new position of mouse cursor. Use distance() and angle() expressions.

    Say, if the distance is >50px and the angle is between 150 and 210 degrees, you can assume that this is a "left swipe".

    Another option is to use the Touch plugin instead. It already has Touch.SpeedAt and Touch.AngleAt expressions which can be used to easily detect swipes. And it's compatible with mouse.