BaconSwagg's Forum Posts

  • You can use the Iframe object.

  • I have tried it and it works, thank you :)

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  • Hi, sorry for the slow response as well. I haven't been on here for a while. I just read what you said and I will try it. Thank you.

  • You could set it up so that if the player has enough coins then they could buy it.

  • Not sure, but I think you could use an array to store all of the items.

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  • bushell86

    one way to do this, is to set the list's background to invisible by using the css

  • Im not sure its possible, but I think you can get around it by changing the layout scale.

  • thats really cool!

  • maybe you could draw a parabola between two points and increase the distance/height of it depending on how much force in used

  • Greaver

    I am creating an offline project that has nothing to do with the internet, i am not sure if this browser thing works for that.. This doesnt alltogether feel serious or good for a developer honestly :/

    I am pretty sure that it should work offline because I have used it many times and not all of the "browser" object's expressions require internet to work.

  • I have a solution to the Experience Bar Width problem ;

    1. Create 2 variables
      • Experience(Current Exp)
      • MaxExperience(Amount of Exp needed to Level up)
    2. Create 2 sprites
      • ExperienceBar(displays current Experience)
      • MaxExperienceBar(Amount of Exp needed to Level up)
    3. Then place the "ExperienceBar" sprite over top of the "MaxExperienceBar" sprite
    4. Then take the Experience Bar and set is width to "Experience" percent of the "MaxExperience" variable

    ExperienceBar set width to: round(Experience/MaxExperience)*MaxExperienceBar.Width

    This whole thing means that there is no direct correlation between the Experience Bar's width and the Variable "Experience". It actually just sets its width to a percentage.

    ex. Player's Exp is 75/100, 100 being the amount of ex they need to level up.

    Since 75/100 is 0.75, convert that to a percent and you get 75%, you then set the Exp Bar's width to 75% of its maximum width.

    This Solution works with any type of bar ;

    health, exp, ammo, timer, progress, etc.

  • This is actually very simple.

    All you need to do is make a variable named "coins", and every time a player touches a coin, destroy that coin and add 1 to the "coins" variable

  • To get the latency you have to use the Multiplayer.PeerLatency expression

  • Nepeo

    I understand what you are talking about, but I'm not so sure how to go about doing it. Could you maybe send a screenshot of how it works? ¯\_(ツ)_/¯