GeoffB's Recent Forum Activity

  • Something has bugged out with that tween plugin. I suggest you reinstall or update the plugin, or load up an earlier version of Construct and try from there.

  • I'm not totally sure why you set things up the way you did, but here's a version that uses both UIDs and containers (two different objects for the 3dEnemy and Skeleton). Both are totally fine, but they'll have their quirks that you need to work around.

    1drv.ms/u/s!AhWRm9FAXcyGkthpl9UzhyOfFA2W6Q

    PS: don't set UIDs in the editor, as you never know when deleting something is going to break other things. Rather specify them at runtime.

  • There's a built-in example that saves a camera snapshot as a sprite. It's called Camera Input.

  • You can use the Pathfinding and MoveTo behaviours to do this. Uncheck Diagonals in its properties, and set the cell size to match your chess tiles. Pathfinding will generate nodes to move to, which you can iterate through as it moves (if you want to create rules for movement) or just tell the MoveTo behaviour to go direct using the path.

  • Set the blocks to be immovable. Then test if it has supports underneath, if not, set it to moveable.

  • You can set the collision polygon per tile - make a triangle shape that conforms to the art. The platform behaviour will allow the player to walk up it.

  • Hi, here's a (hopefully permanent) link to my sample: 1drv.ms/u/s!AhWRm9FAXcyGktgF6srfrFpCvPC4HQ

  • Seconding this!

    I’ve actually wanted to make a generic PnC template for a while, but the extent of it is daunting if done right. If anyone wants to collaborate on that (we’d have to figure out the process) then hit me up.

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  • You could save them in local storage as base64. Not sure how efficient that is, but storing/extracting is pretty straightforward given you’ve done most of the work already. Then just keep a record of what has been downloaded, and only download images if they’re not in the record.

  • Okay, so picking raw object names by expression is a bit fiddly. I suggest you put all of the JSON objects into a family. Create a family variable called index or whatever and do something like:

    for "json" from 0 to jsonFamily.objectCount

    pick jsonFamily where index = loopindex("json")

    do thing

    Alternatively you can use a single JSON object and instantiate it however many times you need. Then in the loop use JSONobject(loopindex).Get(".Value")

  • Not 100% sure what you're trying to do, but I suspect you want something like this:

    JSON_LEADERBOARD.Get(loopindex&".Value")

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GeoffB

Member since 15 Jan, 2019

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