brunopalermo's Forum Posts

  • I'm not sure I understand what you want, but, if I get it right, you could solve it using 9-patches for playtforms instead of tiled backgrounds...

  • brunopalermo, Ah, I see. Regardless, Ashley added to the manual to explain that the upper bound is exclusive.

    Good to know!

    Anyway... Sorry for the fuss. I was angry at the other guy and you ended getting some of it. My bad!

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  • Could you share a capx? I don't use android.. Windows Phone here...

  • Hey Milanbaudelaire!

    Regarding the movement, two things:

    1. Instead of "Start ignoring 8 Direction input" use "Disable 8 Direction". I'm not sure why the first option is not working, but the second works fine. I just tried and it worked like a charm.

    2. For some reason, the subgroups "Is hunted" and "Is not hunted" are not inheriting the state of their parent group (Stapleton Movement). So, instead of deactivating the parent group, just deactivate both children ("Is hunted" and "Is not hunted") and you'll be fine.

    Hope this helps. Cheers!

  • You just forgot to include the FADE event sheet on Main Event Sheet...

    Cheers!

  • brunopalermo

    I'm running beta release r247, maybe that's why?

    Here is your capx directly as I've downloaded it and run it in Construct 2. If it works on your end, something is definitely being lost in translation, lol

    https://www.dropbox.com/s/so9717lufgrx5kg/MCG.capx?dl=0

    No, no. My bad, I had misunderstood you. Fixed it on the message above... Check the new capx I posted there.

  • brunopalermo

    Hi there!

    Um, I'm sorry but it doesn't work... it just goes straight from the Loading layout directly to the Foyer layout with no fade in between. The Title layout wasn't shown at all... or am I looking at this wrong, lol

    That's weird. It works normally here: screen fades in to title screen, waits for selection, when you select an option and hits ENTER it fades out and shows the next layout...

    EDIT: Sorry. I thought you were talking about the transition between Title Screen and Foyer... Anyway... Fixed it! Now the FadeOut function receives a parameter, the name of the layout it should load after the screen goes black. For instance FadeOut("Title Screen") will fade out to the Title Screen, FadeOut("Foyer") will fade out to the Foyer, etc...

    Here's the capx: https://we.tl/eCr1WGkeEB

    Cheers... And sorry for the misunderstanding... <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hey Milanbaudelaire!

    There you go. I just adjusted the events you were using in the FADE event sheet for comparing layer opacity...

    https://we.tl/O5JsbjCwcY

    Cheers!

  • Hey Jackriduk!

    Just updated the other capx to include a speed increment.

    https://www.dropbox.com/s/i9q4h6jz3abau ... .capx?dl=0

    You can set the maximum and initial values by changing the constant MAX_LEVEL_SPEED and the variable levelSpeed respectively.

    I bookmarked every change I added to the code. You can see a little star besides the changed lines.

    Hope this helps. Cheers!

  • Hey Jackriduk!

    I had a capx I posted to another thread a sometime ago. Maybe this is what you're looking for.

    https://www.dropbox.com/s/hup5yv75fxfn5 ... .capx?dl=0

    Hope this helps. Cheers!

  • Hey Username05!

    You could just use the physics equation for projectile motion (parabolic motion). Check this out here:

    http://pages.mtu.edu/~shene/COURSES/cs2 ... ctile.html

    Hope this helps. Cheers!

  • Hey diamantico21!

    If you adjust the angle right after the spawn action, it will automatically apply to the last spawned object only.

    See this capx: https://www.dropbox.com/s/wzylu65g7jhu6 ... .capx?dl=0

    I'm using the amount of sprites to determine the angle, but if you really prefer a variable, I suggest you set it to the remainder of the new value, so you don't have to adjust it everytime it gets to 361.

    For instance:

    currentAngle = 0
    Every 0.1 seconds
       Spawn Sprite
       Set angle to currentAngle
       Set currentAngle to (currentAngle + 1) % 360
    [/code:2gu4vy3n]
    
    [EDIT] It seems your specific problem is you're using two different events for adjusting the variable and spwaning the objects. They should be both inside the same event, like above.
    
    Hope this helps. Cheers!
  • Regarding huge sprites, I'd suggest you read this: https://www.scirra.com/blog/112/remembe ... our-memory

    Just to save you trouble in the future.

    cheers.

  • Hey jatoblendy!

    I guess you're looking for pointers on implementing the reverse gravity mechanic. I have and old capx here with this exact mechanic that I had on an old game of mine, so I transfered it to an example capx (the game has lots of events and it would be horrible for you to find the ones that matter). In this example, you can both jump by clicking or reverse the gravity by clicking while on air, but you should have no problem to adapt it to just reversing the gravity as you want. Also, the blocks logic is very simple, I took it from the autorunner template, so, I'd suggest you come up with your own.

    Here is the capx: https://www.dropbox.com/s/iiuvtetllaaey ... .capx?dl=0

    Hope this helps. Cheers!

  • Hey Obi554!

    I didn't understand exactly what you'e trying either.

    When you change the slider, it will adjust its value to the value corresponding to the current position of the slider on the bar in relation to max and min values. So, if you have a slider with min 20, max 100 and step 10, you'll have a slider with 9 possible positions and you can change from each to any other of them. Sliders are not used to increase something step-by-step.

    You can force the slider to only go up or down one step at a time, but I wouldn't recommend, since it feels very weird and counter-intuitive. Another option would be to use the slider just as a feedback object, instead of an input object, and control its values with buttons. But, again, I'm not sure what you're trying to acomplish here.

    The capx below has both situations I explained above. The first slider let's you change it, but limits the change to one step up or down. The second one doesn't let you interact directly with it, but, instead, is controled by the buttons.

    https://www.dropbox.com/s/2ej7ti9kb9phh ... .capx?dl=0

    Hope this helps. Cheers!