dop2000's Forum Posts

  • Yep, everything looks perfect.

  • You can change opacity or set instance variables immediately after the "Create" action.

    Instead of "Repeat" use "For" loop and loopindex() expression:

    For "y"=1 to 6

    ...For "x"=1 to 6

    ........create object at (loopindex("x")*40), Y+(loopindex("y")*40)

    ........Object set opacity to 0

    Loopindex (without parameters) works with "Repeat" loops too, but if you have two nested Repeat loops, you can't reference both of them.

  • You can make your own slider with 2 sprites (or 9patches), it's easy. Here is an example from another post:

  • Try this:

    https://www.dropbox.com/s/nfcn8bfqj898u ... .capx?dl=0

    Note, that this method creates ~60 sprite instances every second, so don't make the sprite image too big and don't allow players to draw for too long without destroying old sprites.

  • I have a related question.

    In my game there is a level selection screen, where players can choose level number, then click Start button.

    I want to show interstitial ads before the level starts.

    How long does it take to "Preload interstitial"?

    Should I do this after player hits Start button, will there be a long delay?

    Or should I do this in advance, on start of the level selection layout? How long can the preloaded ad wait to be shown? Will it expire if after 1-2 minutes player still hasn't decided which level to play?

  • You can add Platform behavior to your character, Platform can walk on uneven surface.

    But if you try to make collision polygon on your ground to copy all those little bumps and drops, the collision polygon will be too complex and could affect performance.

    So one way to do this is to build the surface with simple invisible sprites, roughly replicating the terrain. Your character will actually be walking on these sprites, but it will look like it's walking on the ground.

    Another option is to use an invisible tilemap, but it's quite advanced. See this post:

  • https://www.scirra.com/manual/167/timer

    System: On start of layout -> ScarySprite Start Timer "Suprise" for random(10,30) seconds
    
    ScarySprite: On Timer "Surprise" -> ScarySprite set Visible
                                     System: Wait 2 seconds
                                     ScarySprite set Invisible
    
    [/code:1kbxa9rr]
  • You need to change animations on Platform events, not on Keyboard events.

    Try something like this (screenshot from someone else's game):

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  • You can make this image invisible, add Timer behavior. On start of the layout set Timer to random(10,30) for example.

    On Timer event set image visible, wait 2 seconds, set invisible or destroy.

  • What happens if you press Left or Right in mid-jump?

    You need to add another condition to those events - "Platform is on floor"

  • When you use "System-> Create", this creates an instance of your object, which inherits all behaviors, instance variables, effects etc. of the object. So if your block sprite has Physics behavior, all instances of this block will also have this behavior.

    When a new instance is created, all its properties are copied from the very first instance of this object which you placed on the layout in the editor. So if your first block instance has "Physics Initial State=Disabled", then all instances created in runtime will also have Physics behavior disabled, and you'll need to enable it with events.

  • Don't use "On key released" event to set Idle animation, because the key can be released while another key is still down.

    Use "Platform is NOT moving" event instead.

  • Impossible to tell without seeing your project.

    Please share the capx or at least a screenshot of your event sheet.

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  • You need to convert dictionary data to/from JSON.

    See this demo:

    https://www.dropbox.com/s/f2d7lc8o4zajg ... .capx?dl=0