dop2000's Forum Posts

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  • Sure, but you'll need to figure out the ratio of movement speed to animation speed.

    Say, if normal movement speed is 50px/sec and normal animation speed is 10 frames/sec, then you can do this:

    Sprite Set Animation Speed to (MovementSpeed/5)

    When movement speed increases to 100px/sec, animation speed will also increase to 20 frames/sec.

    Or if you want a much bigger increase in animation speed, you can modify the formula to something like this:

    Sprite Set Animation Speed to (10+(MovementSpeed-50)/2)

  • Could you share a capx demonstrating the problem?

  • On start of layout all sprites used on this layout with all their animation frames are loaded into the memory.

    So having a separate object for each layout is better for performance.

  • Does the number of coins decreases?

    Please share your capx, it's hard to guess what could be causing the problem without it.

  • Interinactive, I replied you in PM

  • You should change viewport size to 500x500 in project properties, not the layout size.

    Or you can enable Unbounded scrolling for the layout, but then you can get empty white space if your character moves too close to edges.

  • jhempstead1234

    see the second comment in this post.

    Use "System->Compare two values"

    first value: Find(text1, text2)

    comparison: Not equal to

    second value: -1

  • In event #5 before "Get or Start timer" action add "Remove timer" action.

    Also, Timer1.ElapsedTime expression requires timer name as parameter.

    For example:

    Timer1.ElapsedTime("UpgradeTimer2")

  • Maukka

    Nice demo, but it only works with some words, many other words are highlighted incorrectly:

    The biggest problem with Text object is that it renders differently in different browsers and platforms. Even if you manage to correctly calculate coordinates of a given word in text, the whole text object may be shifted up or down in browser window and there is no way to detect this.

  • This game will be very hard to make without the pathfinding, but the standard behavior doesn't work with tilemaps.

    There are a few plugins for grid-based pathfinding, you definitely should check them out:

    Also, Bullet behavior is inaccurate and hard to control. Instead of Bullet, use MoveTo, it's a great behavior, very easy to use:

    Why do you have like 6 or 7 tilemaps on top of each other? Usually you need 1 tilemap with Solid behavior where you define tiles like walls and trees. And another tilemap with grass and all other scenery objects that you can walk on.

  • In C3 select Start Page and search for Platformer template.

    ScrollTo works out-of-the-box, you don't need to do anything. Just add to the character and it should scroll.

    If it doesn't, this is probably because you changed something, like layer parallax setting.

  • Like I said, it's probably your video driver.

    I have the same effect on my laptop, but it's about 100x times less noticeable. Very few pixels flicker and you need to move very close to the screen to see them.

  • Create a variable "SineIsActive". When Sprite3 is clicked, set it to 1.

    Enable events #2-4.

    Replace condition for event #3, instead of "Is not dragging" put "SineIsActive=1"

    That should be it.

    And don't use "Is touching" for objects that supposed to be touched once! Use "On tap object" or "On touched object".

    "Is touching" is triggered 60 times per second, you don't want this for buttons.