dop2000's Forum Posts

  • An easier way in just one line:

    System-> Compare two values-> ((a=1 & b=2) | (a=2 & b=1)) Equals 1 : bla-bla-bla

    & means "and"

    | means "or"

    1 means "true"

    0 means "false"

  • You can definitely do this with CSV plugin:

    There are demo projects to help you get started.

  • Sprite.ImageWidth

    Sprite.ImageHeight

  • Have you tried simply multiplying SoundVolume by 1.2?

    SoundVolume changes linearly, so 20% increase would be SoundVolume*1.2

    You might want to add clamp() or min() to limit max volume.

  • There are many ways to do it - with arrays, dictionary, CSV/XML files etc.

    Here is an example where list data is stored in string variables:

    https://www.dropbox.com/s/0mp4ow4v1uipy ... .capx?dl=0

  • Glad it helped

  • There was a very similar post, where character was climbing something, at the end of the climb it was a fraction of a pixel lower than the floor level, which caused it to bounce up and jumping/falling animation was triggered for a very short time.

    It may be something similar in your case - character is either a bit higher or a bit lower than the floor at the end of the climb.

    You can add some debug output (Browser->Log) to your events to check Player1 coordinates at the end of the climb, at the beginning and end of falling/jumping animation etc. This should tell you what's going on.

    Or you can simply add a short cool-off time after the climb, something like 0.2s, during which ignore jumping/falling events.

  • You need to share your project, because I don't know what kind of game you have in mind.

    If your laser is one continuous ray as in this example, then you should make it with many individual line sprites. Each sprite is a short line, you spawn it at each mirror, set the correct angle, and change its width to the distance to the next mirror.

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  • It depends on the game.

    In a puzzle game like this you can add an instance variable reflectAngle to the mirror sprite and set its value to -90 or 90.

    When ray hits the the mirror, set ray angle to (ray.angle+mirror.reflectAngle)

    If the game is something like this one, you'll need to calculate the angle depending on the angle of the mirror sprite.

    Or if your ray is short and has Bullet behavior, simply set "Bounce of obstacles=yes"

    There are also a few plugins that can be useful:

  • Are they always linked?

    Is this situation possible?

    R=50

    G=70

    B=100

    What should happen if I move R to 55?

  • You can't pick instances like that.

    If you want to pick 3 instances, try this:

    System-> Pick by evaluate -> (SlideBar.UID=100 | SlideBar.UID=101 | SlideBar.UID=102)

    Still, I don't understand what you want.

    What should happen when you change slidebar with UID 100?

    What should happen when you change slidebar with UID 101?

    What should happen when you change slidebar with UID 102?

  • Like this?

  • Not necessarily, each browser may work with local storage in a slightly different way.

    Local storage events are asynchronous, you need to use them correctly.

  • Change Origin image point of the Zone sprite to (0,0), it's currently in the center.

    Also, replace (120) with (90) in that formula, because your layout height is 180px, not 240.

    And one more thing - create an empty layout, name it "Assets" and move sprites like enemies, blood stains etc. to that layout.

    Construct 2 requires at least one copy of each object to be present on a layout, but it doesn't need to be your main game layout, it can be an unused one.