dop2000's Forum Posts

  • Maybe a simple bullet with gravity?

  • Cipriux

    Wow, thanks! I've been using LiteTween for almost 2 years and somehow never noticed this Seek option..

  • Here is a recent discussion with some tips on optimization:

    200 collision checks per tick is not too much, but it could be one of the reasons why your CPU is at 60%

    I suggest you test your game on an old low-specs mobile, make sure that it runs at least at 30 fps.

  • Is it possible to set tween progress?

    For example, a sprite should rotate from 0 to 180 and back, but I want the tween to start from angle 120 when layout is opened.

    In other words, I need a similar action to "Sine->Set cycle position"

  • Probably not possible.

    You can pause any playing audio and its Audio.PlaybackTime("tag") will be paused as well.

  • You can define a path - say, with small invisible sprites for each point. Use MoveTo behavior to move from one point to another. Set angle to angle(startX, startY, endX, endY)+90 when the enemy is moving to the left or "-90" when moving to the right.

    The more universal solution where enemies can walk around any solid object would require more efforts. You can make your enemy to walk around sprites (demo, capx) . But you'll also need some way to determine where the enemy should stop and turn around or descend to the floor. Maybe again put an invisible sprite, on collision with which the enemy will change direction or descend.

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  • There are a few examples of a chain made with Physics in this post:

  • It probably requires another plugin - "Timeline"

    You don't need external plugins for typewriter effect. There are literally dozens of examples on this forum how to do this with standard events.

    Google "construct 2 typewriter"

    Here is the most compact and simple method with just 1 event:

  • Please send the capx to:

    (removed)

  • irina

    "Set effect parameter" takes values from 0 to 100.

    So you need to divide RED, GREEN and BLUE you get from the canvas by 2.55:

    Sprite10 Set effect "set color" parameter 0 to RED/2.55

    Sprite10 Set effect "set color" parameter 1 to GREEN/2.55

    Sprite10 Set effect "set color" parameter 2 to BLUE/2.55

  • The sentences (e.g., ___ is a dog.) are generated randomly from an array via a function.

    By "generated" you mean "picked"?

    Do you pick a complete sentence from a random element of the array? Or do you generate the sentence from separate random words?

    It's hard to give you a solution without seeing your project.

    You can probably expand your array, adding another "column" to it that will store the name of audio file for each sentence.

    Could you share your capx file?

  • 7UKECREAT0R

    What are you talking about? Timer behavior is included in both C2 and C3, even in free versions.

  • Are you removing "FirstTimeStartup" item from Local Storage before every test?

    Also make sure that the "Get Item" action is only triggered once.

    I suggest you add debug output (Browser -> Log "some text") to each event and see in browser console what's going on.

  • Did you toggle off the lowercase and uppercase events below it? Because special characters are considered as lower and uppercase also. If they are off the statement does not work for me.

    Special characters can't be lower or upper case, so it doesn't matter if you select "case sensitive" or "ignore case", and uppercase()/lowercase() expressions do nothing with them.

    All these 3 events work fine for me:

  • Maybe the "talking" animation continues to play from the previous time when talkingStatus was 1? You never reset the animation. Shouldn't you add something like "Set animation to Idle" to event #6 or #7?

    Also note, that if you have multiple pvtagt instances, event #7 will reset talkingStatus for all of them.

    And the "enemyTalking" variable is not needed, you can use Audio -> Is playing "pvagt"