dop2000's Forum Posts

  • We're having some weird performance and permission issues with Mac64(Intel) builds of our game running on Mac M processors. We were hoping exporting for ARM would fix them. And in fact the ARM version runs beautifully, at steady 100 fps!

    However, I can't get the Greenworks plugin to work in ARM export.

    I tried NWjs versions 77-81 and several Steamworks SDK versions, but keep getting this error:

    Am I missing something? How can this be fixed?

  • Are you sure your Paypal account allows to receive money?

  • The easiest way to do this is with a variable:

    Global variable lastClick=0
    
    
    Mouse On Click
    lastClick<(time-0.2)
    ... Set lastClick to time
    ... Player set "punch" animation
    

    This way there will be 0.2s cooldown between punches.

  • Yeah, it's a bit of a mess. I suggest you use three separate events:

    On Touch Start

    Is In Touch

    On Touch End

    You can add additional condition to each of these events to check if the object is being dragged etc.

  • In this case you should use random(2,5) time.

    do i need to make a at least 5 different sprites with different random movements

    No, it's a bad idea. You can randomize movement properties like speed for every instance of the sprite. For example:

    Sprite on created -> Sprite set maximum speed to random(80,100)

    Making diffe

  • random() can't be use like that.

    If you want the event to be triggered every 2-5 seconds, use random(2,5)

    Or, if you want it to be in 0.5s intervals, use choose(2,2.5,3,3.5,4,4.5,5)

  • Make sure to use "Key is down" condition, not "On key pressed".

  • Construct doesn't support isometric tilemaps. You can fake an isometric tilemap by layering two tilemaps:

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  • Have you tried 7zip?

    If 7zip can't unpack your project, then it's broken beyond repair. Move on and don't forget to back up your work in the future.

  • I suggest you use a Tilemap instead. You can pre-fill it with grass tiles in the editor, and then spawn other objects on selected tiles.

    A single tilemap will be massively better for performance than a thousand of small sprites.

    Check out the built-in examples in C3, there are lots of demo games which you can use a template for your game.

  • Try using 7zip. If it can't open your project, then the file must corrupted and there's probably nothing you can do to restore it.

  • The most simple level selection screen can be done with one event. Create an instance variable "levelNumber" on level selection sprites and add this event:

    Mouse on clicked LevelButton -> System Go to layout (by name) "Level"&LevelButton.levelNumber

    But of course if you want to track progress and lock/unlock some levels, this will require more effort.

  • Well of course it would create more and more blocks every 0.5 seconds, because each new created block will trigger event #1 and spawn 4 more blocks.

    What exactly are you trying to achieve?

  • Check the Volume Mixer, maybe Windows reduces the volume for this app.

  • I'm using pngquant. I believe it works better than the built-in compressor and produces smaller files. Export the project and then run this command in the folder with images:

    pngquant.exe --ext=.png --force --verbose --quality=45-85 *.png