Brawlitup99's Forum Posts

  • 8 posts
  • Use "when enter is down" and Hi is true simulate pressing down.

    If you use "on enter pressed" then it works as a trigger and it will not move the objects for more than a tick.

    Now it works only when I hold enter down, meaning the objects won't move offscreen with a simple press, and the sound that plays during the press repeatedly plays whenever I hold down the button.

    youre simulating down but only while its pressed. if youre trying for a fade away effect, i suggest just using another variable. when enter pressed set variable to 1, if variable 1 simulate control down

    Now it moves as intended (for the most part, but I can adjust that), but the sound that plays won't stop playing. I've tried making it so that it would only play once, but then it does the same thing as before.

  • Hello there!

    So right at the moment, I have a title screen with logo and extra stuff, yadda yadda yadda. I have it so that when I press ENTER, two sprite objects, one being stationary and the other having a sine behavior (that gets disabled by pressing ENTER), will move down and out of the layout. However, when I go to run it, the objects only move a pixel or 2 when I press ENTER.

    Can't print screen it for some reason to put as an image on here so I'll just write out the events for the layout

    (Both objects that are having this problem are displayed at the beginning of the project, with the 2nd object's sine behavior active)

    On start of layout:

    * Play looping song and set web font

    * Wait 1 sec

    * Display title logo and "Press ENTER" message

    * Set an instance variable to True. This is to avoid the player from pressing ENTER too early.

    When ENTER pressed and Hi true:

    * Play a sound

    * Disable the 2nd object's sine behavior

    * Simulate both objects pressing down

    Can anyone help me out?

  • OK I figured it out. I messed with the scrollx and scrolly expression to get the text where I needed it to be.

  • Brawlitup99 does it have an anchor on it? cuz that can throw off what you are trying to do ...

    No, got rid of the anchor after trying to work it.

  • MPPlantOfficial Tried it. Now it's off the screen entirely. :/

    oosyrag That's exactly what I'd like to do. Unfortunately, for some reason, it doesn't do that.

  • MPPlantOfficial I don't know how I would go about doing that. Do I use "set to another object?"

    Another issue I see is that I plan to have areas that don't have the scroll_to box. Is there a way to set it up for those areas? Do I make another box?

  • oosyrag Yeah, no dice. Just ends up in the top-right corner.

    The issue with my original code was also that it would spawn only at one place. So if I went to an area that wasn't where the text would show up, the text wouldn't follow me and end up on the screen where it needs to be.

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  • Hey there!

    I've changed my window size so that it can display full-screen regardless of window size, however I've now run into an issue. I initially had an action that would generate a piece of text that would display at the center of the screen. Since the screen size has changed, however, I need a way to have my piece of text positioned at the center of the screen. How would I go about doing this?

    My initial action was System: Create object (text) on layer 2 (the HUD layer--this layer doesn't move regardless of anything happening in-game) at (275, 400)

    EDIT: I've already tried examples such as WindowWidth/Height, self.Width/Height, Anchoring, etc., all of which to no avail.

  • 8 posts