BadMario's Forum Posts

  • Talking about all of them. They are inconsistent and often clueless. Same device, same browser will do different things sometimes. But that's a different topic. Using invisible buttons in Construct is the most reliable thing right now.

  • It's not a bug though. For security reasons browser will not let you open links automatically and tapping a sprite counts about the same as just opening a link automatically, a pop up or whatever. Buttons count as user action so they should work in every situation.

    You may get different results on different browsers or different versions of same browser because people coding these things spend more time on reddit and youtube than thinking while coding.

  • Yeah, you would need to explain the issues. I am still on Construct 2, but it should work the same way. Always worked without issues for me.

  • create a global variable called musicVol and set it to 0 or whatever the volume is supposed to be ( goes from 0 decibels to -infinity I guess )

    create another variable called fade = 0

    have an event that sets music volume to the value of this global variable

    Then on your command set fade variable to 1

    create another event: if fade = 1 > every 0.1 seconds subtract 1 from musicVol variable. That would reduce music volume by 10 decibels per second, need it to fade faster set it to subtract 1 every 0.05 seconds or whatever fits your game.

    I would also put some limits here. if musicVol<-100 set fade to 0 again so it stops fading because you can't hear anything at -100 anyway.

    You can also bring it back up again, same way, just set fade = 2 and add event that if fade = 2 ads 1 to musicVol every 0.05 seconds, and if musicVol>than 0 and fade = 2 set fade back to 0 and musicVol back to 0, so it stops at 0 decibels

  • I am guessing there aren't really any. People who say there are, are probably just referring to having to find workarounds to what would normally be easy if Construct also had a real code editor. Some things would be easier to do if you could actually code them in Construct, but since you can't you sometimes end up with a lot of events which can seem like a really bad and inefficient way of doing it if you are used to coding things. Exactly the opposite of what Construct is supposed to do, but I don't think this happens often enough to really be an issue.

  • You should be able to open both projects and copy a sprite from project 1 and paste into project 2.

    I have done it

  • I mean that in your event where you add damage ( I assume it is on collision with enemy/bullet ) you need to add another condition :

    In your case if using flashing behavior, just ad player is flashing condition, then invert that ( add it to your event that checks for collisions and ads damage ).

    That means even if colliding with enemies and bullets he will not take on damage while flashing

  • That is not a good design for mobiles though. Your finger will cover too much of the power bar and you will not be able to see exactly how much power there is and it's generally not a good idea to have to stick a finger in the middle of the screen in games like this.

    I always go for, tap/click behind the ball and move away from the ball in the opposite direction of the power bar. That way you see everything clearly

  • Crop outer?

  • Just use a few particle emitters in the same spot and set those to different angles, then also play with angle randomizer property and you won't be able to tell the difference.

    It should not affect performance either because you can have fewer particles coming out of each one ( combined they should match what you have coming out of a single emitter now )

    just noticed this is a thread from 2013, wow. Well, my suggestion could also help the last guy posting. Few particle emitters, like I said, each can have a different shape or color, so you can create an illusion of frames/animation.

  • You can always use the browser object to detect device and then depending on what it is do anything you want.

    For example, you detect it's an iPad, game loads and instead of proceeding with normal gameplay you jump to a layout which only has a pic of ..................................

  • [quote:30hjtt6b]It works on my Android version, but not on iOS?

    The transparent button trick?

    Last time I checked on iOS it worked fine, but maybe they've changed something with recent update?

  • No it is not. It's unreliable. It may change with browser updates, but that would often be blocked by browsers for security reasons.

    Clicking on buttons counts as user input. Just clicking on a sprite does not.

  • If you are trying to open a link by clicking on a sprite, then this should work:

    Add a button, put it on top of your sprite so they click on a button to open a link.

    Make the button invisible by adding onStartofLayout > button set CSS style to "opacity" to "0"

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  • If you are trying to open a link by clicking on a sprite, then this should work:

    Add a button, put it on top of your sprite so they click on a button to open a link.

    Make the button invisible by adding onStartofLayout > button set CSS style to "opacity" to "0"