dop2000's Forum Posts

  • What are these characters and specs? If they are they just bits of text data, you can store them in an array or a dictionary.

    With dictionary you can have the character as key name and put all specs into a comma separated string.

    So you'll have:

    Keyname="Character1", data="spec1,spec2,spec3,spec4"

    Use "For each key" loop and expressions like find() and tokenat() to search for/parse specs.

    Or you can make a 2D array, X axis will store character name, Y1-Y4 will store specs.

    Use array events like "For each element" and "Compare current value"/"Compare at XY" to search for a character/spec.

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    In case these characters and specs are actual objects (like sprites), you can define an instance variable on the Spec sprite - "CharacterUID". This will allow to link characters with specs.

    To pick specs for a character:

    Spec compare instance variable -> CharacterUID=Character.UID

    To pick character for a spec:

    Character pick by Unique ID -> Spec.CharacterUID

  • Do you mean "Force own texture" flag is set in the layout editor? Or is it in runtime, when you are running your game in debug mode?

    If in the editor, simply disable this flag, it's not read-only.

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  • CyanProductiona

    I don't think you can jump again in the air, but you can manipulate the VectorY. Here is a very basic example:

    On key UP pressed: Player set Vector Y to (self.Platform.VectorY-300)

    Search for "wall jump" on this forum, there are plenty of examples.

    Also, I see at least 3 tutorials about wall jumping:

    https://www.scirra.com/tutorials/all

  • R0J0hound , mekonbekon

    Thank you, so simple!

    I went the wrong way - started by converting coordinates from layer with parallax 100 to layer without the parallax, calculating the offset, converting back and eventually got stuck.

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    , oh, then you are lucky, you not affected by this bug

  • melomaniak

    It's possible, but every enemy (with its own shadow light and FOV sprite) should be on a separate layer.

    Making hundreds of layers for all enemies is a bad idea, of course. But if in you game there are only a few enemies visible on the screen at a time, I guess you can make 10 such layers. Once an enemy appears on the screen, move it to an unoccupied layer and pin one shadow light and one FOV to it. When the enemy is killed or walks away from the screen, move it to some other layer and destroy its shadow light and FOV.

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    , Was C2 slow before?

    I'm guessing your laptop rebooted after installing the update? Could you try not rebooting it for a couple of days and see if C2 slows down?

  • I must be having a brain freeze.. Can't figure out how to zoom and scroll with lerp, so that one point of the layer (tip of the flag) always remain in the same fixed position on the screen (where the red cross is).

    Zooming is simple:

    Set layout scale to lerp(LayoutScale, newScale, dt)

    But how do I scroll?

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    Ashley,

    I seriously doubt Microsoft engineers can help with a third-party application they have never heard of.

    And there is no secret knowledge about this issue that I possess and you don't. C2 slows down over time or if launched many times. The result you can see on the video. That's pretty much it.

    If they ask something you don't know, you can always relay their question to this post, I'll be happy to help.

    Have you tried to reproduce the issue with that script I posted? It doesn't require your constant attention. Run it on a couple of Win 10 machines with different hardware/windows version, and check back an hour later.

    For me the script does its job perfectly, the result (slowness) after an hour of running the script is equal to using C2 normally for several days.

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  • I managed to do this with ShadowCaster and blend mode, check out this post:

  • Sprite set position to X=round(Mouse.X/16)*16, Y=round(Mouse.Y/16)*16

    If you have a tilemap and you need that sprite to follow tiles, you can use Tilemap.SnapX, Tilemap.SnapY, Tilemap.PositionToTileX and Tilemap.PositionToTileY expressions.

  • Nexis717 , if you create a clone of the cannon, another clone of the ship will be created.

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    Why not just type its name in the search field?

    Because I don't remember the names of all hundreds of objects in my projects.

    I tried finding a public bug portal for Windows itself and I can't find one

    You can submit a bug using the Feedback Hub app:

    https://www.microsoft.com/en-gb/store/p ... blggh4r32n

    I would also post it on the community board:

    https://answers.microsoft.com/en-us/win ... windows_10

    You might get help from a Microsoft representative or some other developer with experience in this subject.

    You can always cut us out the process anyway: if a Windows Update makes C2 go slower, you can try and go to Microsoft about that directly. If you find any way to do that though, I'd be interested to know how...

    I'm sorry, but this is a ridiculous suggestion. We (end users) have no knowledge of C2 internals and how it works with Windows API.

    If I tell Microsoft that my Construct 2 is slow on Windows 10, I can bet you anything that their answer would be to to contact the software developer.

    And by the way, I think we've established that it's not Windows Update that's causing this. If you don't have time to read previous pages - I tried uninstalling all updates including the Meltdown patch and it didn't help. Also several others reported having these problems on older versions of Windows 10 with disabled windows update.

  • Rounding rounds a number to the nearest integer, not to nearest 9 degrees

    Try this formula:

    bulletAngle = round(Pointer.Angle /9)*9