graham-s's Forum Posts

  • As others said, don't stress, it will happen, can't change it, move on.

    One amusing tactic I heard of for hacks is to look for certain criteria. Eg: If you have over 1,000,000 coins, and you would never really have that many, then make the game exponentially harder/impossible. Make houses build really slowly, make enemies really fast all without calling out that you know they are cheating Yes, they might give you a crap review, but it makes it easier to spot the cheaters.

  • Not having done anything like this, I'm just looking at it logically.

    To 'record' it, I assume you don't really want to record the sound, but the presses.

    To be able to record you will need a start/stop too. (If you use the first press as start, you will still need a 'stop' or how will you know it's over)

    Once you start, I can only think that you will need to have a timer, and as each button is pressed, record that press and how long the press is down for.

    Eg: seconds, button 4 was pressed for 1.4902 seconds.

    Then, you can 'auto' play back based on these button presses, as well as you could then save/load the 'tunes' and add/change them.

    Food for thought.

  • A cheating way to calculate the digital root is to break it into a string, take each position as a number and call a function.

    Here's a way of doing it.

    You need a new project, a function added, a text input added and a text added (default names)

    With this example, it will self update the digital root as you type each number in the text box.

  • Under project properties you can check 'Bundle Addons' (At the bottom) and it will include the plugins with your project so you can open it wherever. I use multiple machines to develop on, so that's handy!

    I think they may be ambiguity in the future if it is a PAID plugin, since you don't want to give away paid for items.

  • OK, I just tried it...

    You CAN copy and paste...

    but not everything

    It would be nice to right click a layout and choose 'Copy' and paste in the other project, in this situation you can select everything in the layout copy, then paste it in the new project. What does NOT get copied is anything that may be invisible.

    I can confirm that families don't paste, and possible other sound/music etc bits.

    Then for events, you open the event sheet, select it all, then copy and paste.

    (It the object doesn't exist the paste will fail).

    So its not all encompassing, but its a bit,,

  • It does have some screenshots (even the array editor does) https://www.construct.net/ca/make-games ... ray-editor

    But, little samples would be awesome!

    I struggled with the array editor too (There's a post somewhere), but the answer is to add a new file under 'Files' (at the bottom of the project list) as an Array. Then you can add rows/columns and data manually.

    After that hopefully everything else will fall into place!

  • Far as I know you can make the wall solid, and test a collision with the laser and player.

  • Check your sprite images, sometimes I find I leave a line at the bottom, you can sometimes see it in the frames too.

    Easy check is to 'Crop', it should be tight to the sprite unless you have this extra line.

    Another way is to select and cut across the bottom of your sprite.

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    When you say 'everything' do you mean the background as well?

    Sprites are easy enough (technically), but the background is a whole different thing. If you had a tree as a solid, would you want the ground behind the tree to be grey? If so, I would expect that would be beyond capabilities.

    It might help if you show on your screen shot what you would like to see in detail.

  • Finally got the Bangkok one, with help from my good lady.

    Sailed through the rest though

  • I played through the first level, nicely done! The balance of 'teaching' the player is pretty good. I didn't run into any issues, and everything worked nice and smooth.

    Great job.

  • Currently pulling my hair out in Bangkok

    Nicely done, I'm currently trying to do something very similar except to find actual objects on the picture already.

    I used the pinch/zoom sample code, but it doesn't work as smoothly as you pan/zoom! Any tips on that?

    Nicely done, now to go back and find that damned egg

  • Your question says you're game is 15mb and you need 300mb... I think you mean the other way around?

    Assuming a game is too big and you want it smaller, the options are varied.

    1) If you are using huge images, and making them small, save them smaller to begin with.

    2) Drop/Redesign if you have one or two massive files. Sometimes there can be a work around.

    3) If you have large sound files, you may be able to convert them to smaller files. Granted you might lose some quality, but will it be noticeable?

    4) Since you're in the C3 forum, when you export it, I'd also select the options prompted to repack etc.

    Hope that helps

  • This should be quite straight forward.

    Create a 'headstone' sprite.

    When the player dies...

    1) Destroy the headstone (In case you created it in another place)

    2) spawn another object (action: Player>Spawn another object)

    3) Choose the headstone

    When the player dies, a headstone will be in its place.

    (Edit: If you restart the layout, you will need the PERSIST behaviour on the headstone to keep its values)

  • it still says its not valid there even when I make it a sub event

    How does yours differ from my screenshot above?