dop2000's Recent Forum Activity

  • What behavior are you using for movement? Please post your events.

  • Chasing means that one of the objects needs to run away. But if you just want them to move towards each other, you can try something like this:

    1. Add the object to a family, for example Enemy sprite in EnemyFam family.

    2. Add MoveTo behavior.

    3. Add this event

  • You can open that example in free version of C3, study it, and do the same in C2.

  • Check out this post:

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

    You didn't provide any information! Is this top-down or platformer game? Are they two different objects or two instances of one object? Are there any obstacles? Do you need to use pathfinding? How can they chase each other? It's either one chasing and another running away, or they simply both moving towards each other.

  • There is also an official Racing example in C3, which uses invisible marker sprites to track car positions.

  • ANGLE (AMD, AMD Radeon RX 6800 (0x000073BF) Direct3D11 vs_5_0 ps_5_0, D3D11)

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  • When you swipe to scroll the images up and down, wherever frame your finger lands, that frame is selected - not ideal.

    Use "On Object Tap" event for selecting frames, not "On Object Touched"

  • It's a pretty basic feature in many games, try googling, you should find lots of examples and tutorials.

    Here is one

    howtoconstructdemos.com/simple-scoreboard-leaderboard-with-an-array

  • Without the project file it's difficult to tell. One possible reason is that it's pushed out by a solid object.

    What behavior are you using for movement? You can try disabling the behavior before changing its position.

  • What you described is not a great setup, you probably understand it yourself.

    A 2D array or JSON would be much easier to work with, to edit and store data.

    With 18 instance variables there are basically only two solutions:

    1. Use a bit of Javascript to retrieve the variable value by name:

    runtime.objects.spriteName.getFirstPickedInstance().instVars["var_name"])

    2. Check all variables one by one, until you find the right one:

    Let's say you store the selected year in vTime global variable, and want to extract the result into instance varible vResult.

    For Each Sprite
     If vTime="Year_2024" : Sprite set vResult to Self.Year_2024
     Else If vTime="Year_2023" : Sprite set vResult to Self.Year_2023
     Else If vTime="Year_2022" : Sprite set vResult to Self.Year_2022
     Else If vTime="Year_2021" : Sprite set vResult to Self.Year_2021
     .....
    
    

    You can compress that into one action if you use ternary operators:

    For Each Sprite
     Sprite set vResult to (vTime="Year_2024" ? Self.Year_2024 : vTime="Year_2023" ? Self.Year_2023 : vTime="Year_2022" ? Self.Year_2022 : ......)
    
    • Post link icon

    You don't need to access the internal details of the engine to write addons that access third-party services like multiplayer and analytics, or platform features like monetization.

    Yeah, sorry, I didn't suggest that we necessarily need access to internal details. I meant it's not possible to avoid using addons completely. And even with SDK v2-compatible addons we still need someone to convert them, which may be problematic.

    • Post link icon

    Developers who mention in this thread that they are not using addons - I envy you. Unfortunately, it's not an option if you are making a commercial game.

    If you need multiplayer or online features - you HAVE to use Playfab, Photon, Firebase etc. Making mobile game - you NEED monetization addons. Working with a publisher - you NEED analytics addons.

    There is no choice or free will. Without the addons there will be no game.

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dop2000

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