brunopalermo's Forum Posts

  • You should have a variable that sets the active weapon (currentWeapon) and another that stores how many weapons you have available at the moment (availableWeapons). Then you'd have an event that toggles between weapons.

    availableWeapons = 3
    currentWeapon = 0
    
    On key pressed  |  Set currentWeapon = currentWeapon + 1 % availableWeapons
    [/code:5zotzexg]
    
    Hope this helps. Cheers!
  • Glad to help.

  • If the header is the only thing missing, yes. It should work.

  • You don't need a trigger once, because once you go to the layout it will shift to the new layout event sheet, so, it won't probably be checking for the conditions, unless you use one event sheet for both layouts, you won't need it.

    Go to layout is a System action, you'll find it inside the System folder. There's one action with a droplist with all the layouts so you pick one or you can use Go to layout (by name) and type it in the box.

  • You can load the data from the site and adjust the format manipulating the string. If you show us the format the site uses, I can help you with the conversion.

    Cheers!

  • You can use Physics->Set velocity

    It's almost the same as setting Bullet speed, only it works correctly with physics objects.

    For sine movement you can add Sine behavior, but select "Movement=Value only" in properties.

    Then on every tick do Physics->Set velocity to (Self.Sine.Value)

    Alternatively, you can move your platforms using forces, impulses, gravity, linear damping etc.

    And you'll probably have to compensate for gravity in your Y velocity, to keep the platform from falling.

  • Here's a capx with the flashlight pinned to a player: https://www.dropbox.com/s/gg8vy1r3y30si ... .capx?dl=1

  • Hey juustojose!

    You should put your map in a layer and mask it.

    Here's how to mask a layer:

    https://www.dropbox.com/s/qg2hgaxm9rtuo ... .capx?dl=1

    In this example, the "flashlight" is moving by itself, but in your game you would add a Pin behavior to it and pin to the player.

    Hope this helps. Cheers!

  • It's hard to tell without a capx, since we don't know how you're pairing portals. Anyway, if you're don't already, I suggest you create an instance variable called targetUID for the portals and fill it with the UID for the exit portal. When you check the collision with a portal just send the player to the portal whose portal.UID matches entryPortal.targetUID. Not sure if I made myself clear....

  • Hey wertt22!

    If it is one text object, you can't make part of it visible and part invisible. But you can mask the text to show just what's inside the box, like you mask any layer. See below an example:

    https://www.dropbox.com/s/qg2hgaxm9rtuo ... .capx?dl=1

    The only differenece is you'll be masking a text, not an image.

    Hope this helps. Cheers!

  • On a related topic, the color system for this effect goes from 0% to 100%, which means 50 is 127, 100 is 255 and so it goes. If you prefer you can use 0-255 values by adjusting then inside the function (value / 255 * 100).

    Here's an example:

    https://www.dropbox.com/s/edx7g4dswda8b ... .capx?dl=1

    Hope this helps. Cheers!

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  • do you know how can do it contrariwise ???????

    Just change the sign on lines 3 and 4:

    line 3: 
    TouchFollowMe | Set X to lerp(self.X,self.X-self.DiffX,0.35)
    
    Line 4:
    TouchFollowMe | Set Y to lerp(self.Y,self.Y-self.DiffY,0.35)
    [/code:2n29f7g7]
  • Are you sure all devices are using the same wifi network? I have two networks running here and, sometimes, when a device switches automatically to the secondary one, while my computer is on the primary, I got a similar problem.

  • I've seen it done with save/load state. I don't have the time to make a capx now, but I'll try during lunchtime in a few hours... Stay tuned!

  • A capx for running some tests would be nice. Is it possible to share one?

    Cheers.