029faee1-0cd0-4a0d-ae09-26737757028c's Forum Posts

  • You can do a For Each loop that checks if object speed = 0, then increments a counter. If counter == object.count, then you know all objects are at speed zero.

  • Can't you just create a function for the "Create BulletFX3 and assign settings" stuff and just call the function whenever a regular BulletFX is created? What I'm trying to get at is - if "On Created" is causing issues, can you get by without using it and doing something else? There's almost always more than one way to do a program.

  • I sometimes add a global variable called "User_Can_Click" with 0 = no and 1 = yes.

    After the user clicks on an object (and also check that User_Can_Click=1), set User_Can_Click = 0.

    Then, have an event somewhere in your Event Sheet that says "Every .25 seconds->Set User_Can_Click = 1"

    That little .25 seconds will be enough that your click won't go through to multiple objects and the user won't notice.

  • You can access specific Array slots using "Array.At(x,y,z)" and set specific Array slots using Array->Set at X,Y,Z or whatever.

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  • wow 3 releases in a week? that is awesome

    Thanks, however, downloads are low on my free apps and zero sales on my single paid app...such is my life.

  • - Will having Pleasure Hubs prevent you from publishing to Android with Google's new updated policies?

    Also, just curious - how big are your layouts in C2?

  • Hey guys,

    Quite a bit of work has been done this week, though we decided to stop the project and to reboot it on unity : the current construct pipeline lacks a bit of flexibility for us to have things unfold properly.

    Cheers,

    Nathan

    Valerien - can you elaborate what your issues were? What did you need that C2 couldn't do?

  • > RamPackWobble - well, the gameplay works like you wanted, but the quit button did not. I definitely see potential here for some fun. Keep at it.

    >

    Which browser are you viewing in please ?

    Google Chrome

  • RamPackWobble - well, the gameplay works like you wanted, but the quit button did not. I definitely see potential here for some fun. Keep at it.

  • joaoanhas - have you tried to use the Textbox object?

  • [quote:3qd7cvzi]

    but doesn't the main candy area never move when flipping between landscape and portrait?

    The main candy area has to move because the north to south changes when the orientation changes and so the candies then must then drop in another direction.

    In Construct 2 itself, I think I can compare Window Height and Window Width and place the HUD elements accordingly. It's the balls/candies that is the problem.

    I don't have the code for you, but I suppose you would just save the current ball locations to an array, change the orientation, use the array to put the balls back in the correct spot, and then your game play would have to account for the new dropping direction.

  • d5s - well, I could be wrong since I haven't played Candy Crush Saga in a long time, but doesn't the main candy area never move when flipping between landscape and portrait? I think only the HUD and other things move around it to new positions. So, the game area (the match 3 candies part) is a static size.

    Using Intel XDK object, you can use action "Compare Orientation" to then change the sprites around to fit.

    Sorry, I know I am not answering your main question regarding the ball/gem/candy orientation.

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  • I'm guessing you probably want to do something like Candy Crush Saga does. No matter which orientation you have, the game looks good. It switches around HUD parts based upon landscape or portrait.

  • Redacted 3 features 70 challenging words to solve across an original short story over 1,200 words long. You must guess or deduce the correct words to finish the story about a desperate man trying to get home against all odds.

    The title screen displays your reading stats including time played, number of words solved, number of letters typed, number of letters deleted, and number of hints used.

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