dop2000's Recent Forum Activity

  • Here is a very simple example

    dropbox.com/scl/fi/d3z7avizi411mnmgcrgyp/LimitedScroll.capx

  • Oh, I read it wrong - "How do I shrink the scroll to behavior screen size" :)

    You need to use a different "camera" object for Scroll To behavior (remove it from the character). Normally the camera will follow your character, but when you don't want players to see past some area, you need to stop the camera at some distance from it.

    For example, to enable scrolling only between 1000 and 5000px:

    On every tick -> Camera set X to clamp(character.X, 1000, 5000)

  • shrink the scroll?

    behavior screen size?

    What the hell does it all mean? :)

  • cparoj file is not the full project.

    You need to save you project as a single file (.capx) and share it.

  • This is easy to test:

    On my PC picking the sprite 10 million times by IID is the fastest - takes 8 seconds, by UID takes 10 seconds, and by instance variable takes 13 seconds.

  • legofreak689 Please post your capx.

  • I don't have issues with tilemaps and all my ( ) are in the right places :)

    You mean you want to set tile by number? For example, "Set tile #57"?

  • I read your comment several times... Either I don't understand your issue, or you don't understand how tilemap works.

    If you have 10x10 tilemap and you want to set tile at row number 1, column number 4 (they are zero-based), you do Set tile (4, 1)

    If you need to set tile at mouse coordinates: Set tile (Tilemap.PositionToTileX(Mouse.X), Tilemap.PositionToTileY(Mouse.Y))

    There are a few other expressions to convert from screen coordinates to tilemap index and back in the official manual.

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  • Why don't you test it yourself?

    .

    Also, if you have nested loops and you need to refer specific index, use loopindex(name), for example loopindex("RoomX")

  • 1. I believe you can style Text Box using CSS - change background and everything. But personally I don't like using form controls, it's better to make your own version of TexBox, here is the tutorial.

    2. What's wrong with "Set tile" action?

    5. C3 can open C2 projects, but if you used any C2 addons, then need to be installed in C3 as well.

  • Why do you need the array? Why not set animation simply to "ID_Card"&card_num ?

    I'm always telling people that many things that usually require arrays, in Construct can be done easier without them. I'm pretty sure you don't need any arrays here. You can generate all cards in advance, or simply put them on the layout in editor and set their animation names. See these examples:

    dropbox.com/scl/fi/vt5rd9f5c8uulu5a26p2w/CardHand.capx

    dropbox.com/scl/fi/yqpk1gbxbph4eidk6rotc/CardHand2Players.capx

    Dealing the whole deck of cards without any arrays!

    Edit: oops, forgot to mention, you will need MoveTo behavior to open these files. It's a great addon, I highly recommend installing it.

  • This is a bit tricky..

    You can generate the size of the next sprite in advance. Say, you're spawning sprite #1 (small), and at the same moment you randomly choose the size of sprite #2 (which will be created next) and save it in some variable.

    Let's say sprite #2 will also be small. Since you know that current sprite and next sprite are both small, you can use Timer behavior to schedule next spawn event in 1 second. If next sprites is big, you increase the delay and spawn it in 2 seconds. If both current and next sprites are big - in 3 seconds. This way the distance between sprites of different size will be roughly the same.

    This was just off the top of my head, there may be other solutions.

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dop2000

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