mekonbekon's Forum Posts

  • No worries, here's an example to show it in practice:

    dropbox.com/s/fpgqh7g9w87hndy/randomSpawn.c3p

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  • + Condition: System: If variable = 0

    + Condition: System: Trigger Once

    ++ Sub-condition: System: Repeat int(random(yourNumber))+1 times

    -> Action: System: Create object sprite on layer 0 at (random(maxXvalue), random(maxYvalue))

  • So it would be:

    + System: If variable = 0

    + System: Trigger Once

    ++ System: Repeat int(random(yourNumber))+1 times

    -> System: Create object sprite on layer 0 at (random(maxXvalue), random(maxYvalue))

  • Also add a trigger once to that first condition to stop it continually firing.

  • + System: If variable = 0

    + System: Repeat int(random(yourNumber))+1 times

    -> System: Create object sprite on layer 0 at (random(maxXvalue), random(maxYvalue))

  • Functions no longer show as an object - you can add a function by right-clicking on an empty space of the event sheet and selecting "Add function".

  • You could use a 3D array and save the second number on the z axis, or concatenate the numbers as a string and then use the tokenAt expression to pick each number.

  • Is it theoretically possible for layouts to be configured as wrapped around cylinders or toroids instead of on a flat plane (which would allow for true seamless wrapping) or is this fundamentally incompatible with the underlying architecture that C3 is built on?

    Since the last Beta update my local saves have gone from taking a few seconds to a few minutes to complete. The first few saves after opening a project are quick but after that the slowness sets in and the only way to speed them up is to reload Construct.

    My project size is fairly small (<1.4MB). I'm using Win10, PC, Chrome v80.

    Has anyone else experienced this and if so is there a simple fix?

  • I think that's pretty much the size of it - if the game has been loaded once it doesn't need to be reloaded, even if you refresh the page. If there are updates to the game I believe it will automatically download in the background, although I'm not sure if that always retriggers the loader the next time the game is run. Don't quote me on any of that though! :-)

  • You can use the object's Z Order>Pick top/bottom condition to select the topmost object of a given type.

  • I suspect it's because you set AudioPreloaded to 1 in the first event:

    If your game has fully loaded once before, it won't trigger event 1 again because loading progress will already be at 100% so AudioPreloaded will remain at 0.

    You can ensure all sounds are preloaded whilst the game is loading by ticking "Preload Sounds" in Project> Properties>Startup, so you won't need to preload them manually in the Loader Layout. This is fine if you only have a few sounds to load, but if you have a lot of sounds and only want to load a selection of them to keep the initial load quick, then use the manual preload actions.

    You can simplify as follows:

    dropbox.com/s/z10homwhvtsrkn6/audioLoader.c3p

    Wait until the loader has completed, then preload the audio, then progress the layout when the audio is complete.

    I've added some debug text and waits so you can see the progress when running it.

  • Here's an example that allows you to move blocks around a grid without overlap - if you want the blocks to combine "Threes" style then you can modify the array value conditions in event 14.

    dropbox.com/s/yu4sgvidmpocp32/slideArray.c3p

  • Not sure tbh, I tend to make bespoke buttons out of sprites. Maybe you can do it using the "Set CSS value" action?

  • Nothing wrong with doing it that way - if it works, it works! :-)