AnD4D's Forum Posts

  • Should be pretty simple. Just have a point at the end of the gun, and an event that states that when a button is pressed, that spawns a bullet behaved object in the direction the player is facing.

  • Here's a desktop executable of the Rain Demo using r100's Awesomium exporter:

    Rain demo EXE

    The effects are great. Water on the floor, ripples, swirl at the end. Looking forward to playing with it. Only thing I noticed was the exe was very slow, as the previous poster pointed out, but I'm sure that'll be sorted in time.

  • Urled - Come on, no need to be rude.

    InvaderX - What type of cutscene are you looking to make? Some are easier than others, but the majority are just controlled by the events in the same way that the game is made.

    For example, if you have someone walking from left to right, you have the character set its animation to walking, have an event like

    every tick - add 5 to characters current position (Current Position.X +5) This means that every tick, 5 will be added to its horizontal position. You can also have events that create an action if the character is at a certain place in the layout. If char.X is greater than 500, play sound effect.

    These are all for in-game cutscenes. If you want to have a video playing, then you will usually need to produce these out of game.

    Hope I was at least slightly useful.

  • DiscoFish

    The intent is to use it on an Android or an iDevice. Do you happen to know if these are compatible with waw? I imported a FLAC, and it automatically converted them to MP3 and OGG.

  • I've created a few tracks that loop seamlessly, however, when I use the loop feature in C2, there's a fraction of a seconds pause during the loop, it's quite obvious, and detracts from what I'm trying to do.

    Sorry if this has been brought up before, but the search function on this site is a little annoying in the sense that it shows results for everything, including Construct 1, which doesn't help me :( I've scrolled through many results, and even read a few to see if they can help.

    Some people recommend using ogg files, but I can't tell C2 which to use, as it picks the best depending on the browser.

    Anyone else seeing a jump in the music?

  • Brilliant! Thank you very much! A lot more straight forward than I thought!

  • Thanks, ill give it a go. Do you know how to solve the physics joint issue?

  • Ahh, does the same apply for the 'for each'?

  • Hi guys!

    Having a bit of trouble with the repeat and for each tool.

    Basically, I want to be able to create an object a certain number of times. The system will count how many times an object appears, and then create that many additional objects which then are placed atop.

    The problem is, the loop never seems to stop. I even tried "Repeat 10 times - create object", and it just goes on and on.

    Repeat Test

    My For Each is getting similar results.

    Now I've looked at other posts, and found the one on health bars quite interesting, but I don't think it applies to what I'm ultimately trying to create. Eventually I'd like to use the same tool for creating multiple pivot points, but I think it's way above my help at the moment.

    If someone could correct the Repeat program I made, I'd be very grateful. If there's any bright sparks that know how to create a pivot point with physics for each object, then I would be very happy.

    The idea I have is that if the system finds a pivot sprite, it will create a rotating physics bar to it. I tried to do this manually, but all the bars were linked to the same pivot point. Looked odd :)

    Any help would be greatly appreciated!

  • Do you know how to use arrays?

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  • Hi, this may have been resolved in 96-100, so apologies if it has been.

    I have an event which is as follows:

    Upon clicking with mouse on button "NextLevel" activate group 1

    Upon touching button "NextLevel" activate group 1

    Group 1 - Every tick, go to level 2

    I put this in place so if I ever needed to change the level, I only had to alter one line.

    Now, on PC, this set up works fine. If you click it, it goes to the next level. If, however, I try it on Cocoon, it never changes level. I was able to resolve just by having:

    Upon clicking with mouse on button "NextLevel" go to level 2

    but it's not exactly how I wanted it to work. Is this a bug? It's just strange it works on pc, but not on a mobile device.

    Maybe this is a Cocoon glitch instead...

  • Ooh, tricky. Could be a fun one to try to pull together. I would start off by converting the bar width into a percentage local variable, and then have an every tick event setting the width to that event.

  • What I would do is have solid sprites in areas where the objects can not spawn, and have a 'spawner' sprite that changes its position randomly. Then have a condition that says that if the spawner sprite is not overlapping the solid sprite, then create object.

  • Fascinating... this method does it with only the use of 1 variable and 1 additional line. I can then have another variable that I can use to store the data. I really like that there's so many ways to do one thing. I like having options.

    Do you happen to know a way to have it display 00:00:000 (note the 3 at the end). This would enable me to have it as more precise.

    Thanks for your help!

    EDIT: Ahh, done it!

    zeropad(floor(timer/60),2) & ":" & zeropad(floor(timer)%60,2) & ":" & zeropad(floor(timer*1000)%1000,3)

  • Probably not the most elegant, but I've fixed with by adding a second event.

    1) right("00"&(int(milliseconds / 60000) % 60),2) & ":" & right("00"&(int(milliseconds / 1000) % 60),2) & ":" & (milliseconds % 1000)

    2) left(CurrentTime.text,9)

    This allows the code to be shown correctly, but I'm sure there's an easier way from within point 1).

    Any ideas?