99Instances2Go's Forum Posts

  • Ofcourse you cant set the opacity of a button. Not even with the opacity of its layer.

    Maybe in CSS, that i dont know.

    Again.

    Use a big blue Sprite.

    Add Mouse object.

    Mouse > Condition > On object clicked

    Invisible Buttons indeed do not work.

  • I am not the computer i made it with. As i recall. There is a path layed out in the layout. Your question was, how do i writes those steps down in an array. So far you are with me. After that i destroyed all the footsteps, so they dont occupy memory, and its not needed to do complicated pickactions to find that one footstep.

    So, now they ONLY exist in the array. Thats the real meaning of the array. At this point there are no steps in the field (steps.count=0-

    Then, when there are no steps in the field (steps.count = 0), its creates a step with the first values of the array, AND it deletes that first value of the array. So the next step in the array becomes the first step, ready for the next move. Now steps.count = 1 (one step in the field), so this condition will not be true as long as that step exists.

    When the player arrives on the destination of a step (pathfinding arrived) , that step gets destoyed. Now steps.count is a again zero. Now it starts all over. And it creates a new step according the array.

    Thats a perfect and very very easy flow. No variables for a state, no extra checking conditions.

    And, dont forget, because i destroyd all steps, and because it works with just one step, no complicated conditions to pick the next step out of to many.

  • Easy to say, but just try man. It's a glitch mess, the sound just doesn't change or diminish and then after a certain distance just explodes my eardrums for no reason ... It's depressing ..

    Eh explodes ? Plz explain ?

  • Dont make the world to small ? Really ? But I'm making a pixel game, the world IS small. . .

    I don't know what to do ..

    My last capx works for you. (Well it works perfectly for me) With the 'world' i mean: Dont make the canvas to small.

    You gots to understand that Construct is a bunch of calculations. Make the canvas to small en something will return a zero where it is not supposed to. My last capx works because it displays at 160*120, but the layout (the canvas) is much bigger. The 'max distance' now exist.

    Only the viewport is showed anywayz. No gain in making the layout that small too.

    You understand ?

  • That is so true Jeff.

  • To read:

    https://www.scirra.com/manual/142/families

    Make one family with all the objects in. Now, all those events, instead of dooing it for each object, do it only once for the familie.

  • Still Flawless. Just another room. Dont make the world to small.

    https://www.dropbox.com/s/egv90nxdtoz04 ... .capx?dl=0

  • Lets go out from the best.

    You work with the free version and therfor have no acces to families.

    I understand this can be frustrating at times.

    But it should not stop you from learning. Blaming the software while not knowing it, is not flattering for you.

    So, i took your project, and i played with it.

    With three reasons.

    First , to show you that even with the free version it is all possible. Secondly, to show that you have a lot to learn. And i give you something to start with. Third, i love playing.

    https://www.dropbox.com/s/rei6jwbds2aha ... .capx?dl=0

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Okay, this is what you want to do ?

    Its a bit difficult, hope the comments help. Else just ask.

    https://www.dropbox.com/s/i0rf9zl9wutik ... .capx?dl=0

  • I dont understand the problem. It works flawless.

    https://www.dropbox.com/s/h7fewvt05ccy1 ... .capx?dl=0

    Ear = drag&drop

  • Use a big blue Sprite.

    Add Mouse object.

    Mouse > Condition > On object clicked

    Invisible Buttons indeed do not work.

  • The tutorial is usefull for HUD, UI's, inventorys ... whatever one can think of.

    You have a HUD that does not need to appear on the screen, dissapear, change positions ... whatever one can think of.

    It just sits there for the whole game (i suppose). So yeah, make it global in the first level will do.

    And if it is a not to complicated game, the HUD will stay clean on top.

    But, pay a sec attention, if the HUD is layer 1 in the first level, and in some next level you need a layer more, and you start spawning on layer 1, you'l be back to complain that the HUB is not on top of everything.

    This is why that advize, to have the same amount of layers in all levels, is a very good advize.

    And to have a layer called "whatever you call your HUD layer" on top AND with the same layer number.

  • LOL, you just set my own dragging solution active/non active. Its k, dude.

  • I made an example here.

    You want to go for a 3D array ? Just because. Up to you.