dop2000's Forum Posts

  • You can add two Bullet behaviors to one sprite. One with "Bounce of solids", one without.

    Then in runtime simply disable one behavior and enable another.

  • I also coudn't reproduce this bug.

  • JohnnySix , Maybe this has something to do with previewing and cross-domain situation. Have you tried different browsers? Are there any errors in browser's Console Log?

    Also, I wonder what's going on in the blurred lines on your screenshot?

    Maybe you are assembling a URL string using some variable that hasn't been initialized yet on start of the layout?

  • MPPlantOfficial

    Could you elaborate? So you create a circle with 179 bars. What's next? Use these bars to detect collisions and then calculate the reflection angle?

    You can do the same without the bar sprite.

    On collision with an obstacle check 180 or 360 times if obstacle is overlapping a point at (ball.x + radius*cos(loopindex), ball.Y + radius*sin(loopindex))

    There may be difficulties with both methods. What if the ball hits a corner?

    Another option would be setting "Bounce off solids=Off" and using Raycast plugin to determine the reflection angle. Although I don't know if it has been ported to C3 yet.

  • That shapy bezier floor, does it have a repeating pattern? You can break it into two TiledBackground objects.

    Say, one TiledBackground with curvy top stretched horizontally. And a small black square (also TiledBackground), stretched in both ways.

    Even if the curvy part of the floor doesn't have a pattern, you can crop it to something like 1280x50 and fill the remaining 250px with a tiled background black square. This will save quite a lot of memory.

  • I don't know if there are any logs, but here is something I found:

    Check Documents and Settings\{your profile}\AppData\Local\Temp

    or \Documents and Settings\{your profile}\Local Settings\Temp

    if there are folders starting with "cap*", they may contain your project files and there is a chance you can recover your game.

  • Leosa

    In theory - yes, you can probably generate levels (or rooms) randomly and endlessly. But it will be very difficult to make sure that they are:

    a) solvable, so that the player doesn't get stuck

    b) difficult enough to be interesting to play

  • Are you blackmailing me?

    Did you see the the link I posted? In one of the comments on the first page there is a working link to capx.

    If you decide to use this dialogue system, edit the xml file in the project. Either add a function to xml that will change avatar image/animation, or add a new attribute "animation_name" (this will require some changes in the dialogue events).

  • This isn't really a beginner's question and there are not so many people here who are familiar with Spriter.

    So I suggest you re-post it in "How do I" forum and also leave a comment in the Spriter plugin post:

  • Here is a good way to change animations for a platform character (screenshot from someone else's game):

  • Try this:

    Keyboard Shift is down 
    ----------------> player set Platform maximum speed 100 
    ----------------> player set Platform jump strength 100
    Else 
    ----------------> player set Platform maximum speed 50 
    ----------------> player set Platform jump strength 50
    [/code:17ght881]
  • See this post:

  • Behaviors and instance variables are building blocks of any C2 game. You need to read some tutorials.

    https://www.scirra.com/manual/86/behavior-reference

    https://www.scirra.com/manual/73/instance-variables

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  • So you are doing Save, then cutscene, then Load? In this case Load will restore all variables to saved values.

    You can add "No Save" behavior to some global object, create an instance variable on that object and use it instead of global variable. It will not get reset after Load action. Or you can save that value in Local Storage.