dop2000's Forum Posts

  • mekonbekon That too, probably. But if you set values >100 to all three parameters, the sprite should become white, not black.

    So the problem is that the function can't access an instance that has just been created.

  • Try adding "Wait 0" between "Create object fx_echo" and "Function call"

    You need to wait 1 tick for object to be created.

    Another (better) solution would be to pass fx_echo.UID to the function as a parameter.

    Inside the function use "fx_echo Pick by Unique ID"

    This will allow to pick a newly created instance of the fx_echo object before it actually added to the layout.

  • Easiest way - with MoveTo behavior:

  • Like I said, it's quite easy:

    https://www.dropbox.com/s/p40ibb75m9g8z ... .capx?dl=0

  • Your link got shortened and doesn't work.

    Try posting it without the "http://www" part

  • You are probably picking the wrong portal in your events.

    It's hard to tell without seeing your project.

    Could you share your capx?

  • You can probably do it with tilemap.

    Or try Paster plugin:

    Or a combination of Tilemap + Paster.

  • Wossi

    Try not to use pin, bullet, sine or any other similar behavior with Physics object.

    It's an official recommendation from Scirra:

    it is highly recommended to control Physics objects entirely via the Physics behavior (by setting forces, impulses, torques etc.), rather than trying to manipulate objects by Set position, Set angle etc.

    (...) For example, setting an object's position or angle will cause Construct 2 to teleport the corresponding object in the physics simulation to the object's new position, which does not always properly take in to account collisions. The same is true of using other Construct 2 behaviors at the same time as Physics.

    I don't know if it's applicable in your game, but maybe you could disable physics behavior when it's not required, then you can manipulate objects with Sine, Bullet etc. Re-enable physics when it's needed.

    If you are only using physics for its gravity, you can try Bullet or Platform with gravity instead.

  • #5 is one leaderboard for each chapter (a group of 10 levels). So 20 leaderboards in total.

    I was thinking that high score in this leaderboard will be a sum of scores in all 10 levels of the particular chapter.

    Are you saying that I should make 200 leaderboards instead?

  • Project -> Files -> right click -> Import files

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  • This task shouldn't be too hard.

    When a second touch is registered, save distance between two fingers in a variable.

    Then on every tick calculate new distance between two fingers and adjust zoom accordingly.

    Make sure that none of the other touch event in the game are triggered while player is zooming.

  • I tried it before posting - a loop with 360 LoS checks on every tick, I was getting steady 60FPS.

  • CSV plugins are great, I'm using them a lot in my games:

  • Swallowing - you can do it with animation, create a sequence of frames where the enemy is getting smaller. Run this animation and move enemy towards the player with bullet behavior. At the end of animation, destroy the enemy.

    Or use Sine behavior to change scale.

    Or you can do something like this:

    For x=1 to 10
        Wait loopindex*0.1
        enemy Set Scale to (1-loopindex/10)
        enemy Move at angle (angle(enemy.x, enemy.y, player.x, player.y)) distance (10)
    [/code:2tfq2ixj]
    
    It's just a random example, you may need different values for wait, distance etc.
    
    Spitting - you can simply create a smaller clone of enemy sprite, add Bullet behavior and shoot it as any other bullet. 
    (see Shooter sample projects in C2)
  • newt

    Is there ObjectB?

    I thought facecrime wanted to find a random point on the layout not visible to character. Probably to spawn an enemy there or something like that. Maybe I misunderstood the question.