dop2000's Recent Forum Activity

  • Put three placeholder sprites and use "System pick random instance" to pick one of them at random. Then you can spawn the object at that placeholder sprite. Or keep the object hidden off-screen, and move it to placeholder position.

  • So is the third event from your screenshot not triggered at all? Or is it triggered, but the array is not updated?

  • You can use a sprite - first frame contains one heart, second frame contains two hearts etc. Set the sprite frame to the number of player's lives.

    Or you can use a TiledBackground with a single heart. Changing its width will change the number of hearts visible.

  • Normally this shouldn't happen, unless you specifically stop the previous sound. Check out this example, you can click the buttons quickly and the sounds will overlap:

    editor.construct.net

  • Thank you for those insights! My games are exclusive to android devices, is it still work to switch to 60hz and observe performance?

    You should definitely try your game with different monitor refresh rates, I do this regularly to make sure I didn't forget to use delta-time or something like that.

    But the performance on mobile is vastly different. The game that works perfectly on PC may lag pretty bad even on a high-spec mobile phone. So I suggest you test it on different mobiles.

  • You probably need to remove "Array load" action from the second event.

    If this doesn't help - add browser logging to events, to see if they are triggered.

    Why are you using FileSystem for this? It would be easier to simply import the array into the project and request it with AJAX.

  • Check the official examples, you can find almost everything there.

    editor.construct.net

    There are plenty of other tutorials and examples:

    howtoconstructdemos.com/basic-game-template-with-home-screen-basic-menu-local-storage-win-lose-scenarios-c3

    howtoconstructdemos.com/simple-level-selection-screen

  • Why does that matter? Your workaround is running every tick

    I'm guessing one overlapping check + one variable check is less costly than two overlapping checks.

  • Unfortunately, "Else" block doesn't pick instances. Your workaround is pretty good, I would've done the same. You can optimize it a bit - move "Do the things" inside the "A overlaps B" event.

  • "var" is a variable name. You need to store the value somewhere - you can store in a variable.

    Global Variable var=1
    
    Every tick: 
     Set var to min(var+dt, 4)
     Set layout scale to var
    

    This will increase var (and layout scale) from 1 to 4, over 3 seconds.

    You can do this without a variable of course:

    Every tick: 
     Set layout scale to min(LayoutScale+dt, 4)
    

    I suggest you use Tween behavior instead, it's easier, you can specify the time and target value, and you can choose a nice easing effect.

  • On Every Tick: set var to (var+dt)

    Or if you want it to not go over 2:

    set var to min(var+dt, 2)

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  • You can select an object (sprite) which will be emitted by Particles object.

    This allows to control individual particles. For example, you can add Bullet behavior to that sprite. Then the particles will follow the settings you configure for them (blast), but will also move with the bullet behavior. You can change bullet speed and angle of motion in "Sprite on created" event to match the player speed/direction.

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dop2000

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