brunopalermo's Forum Posts

  • In fact, there are notations to bigger numbers, like the vinculum, and even characters added later in Middle Ages, like the Z for 2000, but that's beside the point here. The ideia is that translationco understands how it's done.

  • I noticed you included the self.UID info INSIDE the quotation marks, instead of outside. It may be causing the problem.

    WRONG
    "steam_startdelay&self.UID" 
    
    CORRECT
    "steam_startdelay" & self.UID
    [/code:1arib2po]
    
    Besides that, the code is a bit confusing, so, this might not be the only cause for the problem you're having...
  • Hey translationco!

    I just implemented whats on the pdf in a C2 function.

    Check this capx to see it working: https://www.dropbox.com/s/mzajaz92lnyez ... .capx?dl=0

    Hope this helps. Cheers!

  • I tried to reproduce this issue, but I was unable to. I do manage to make the mouse visible or blink, sometimes, when I click both buttons fast enough. I couldn't find a way to avoid it, though.

  • I usually create a layout, without event sheet, called Assets in which I put all the assets that will be dynamically added to any of the layouts later.

  • You might put as another condition in the clicking action that it must NOT be playing the picking animation.

    Intead of

    On Click Left
             Do something
    [/code:2yn8lkf2]
    
    You should have
    [code:2yn8lkf2]
    On Click Left
    Not playing PickingUp
             Do something
    [/code:2yn8lkf2]
    
    Hope this helps. Cheers.
  • Thanks for the speedy responses!

    brunopalermo - I believe that the game is already set to fullscreen mode - Scale outer (the capx I posted was just an example), but somehow users are still having issues...

    I don't think so. If it were, the right-click wouldn't trigger a menu. Right-clicks on game window just don't do that.

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  • Here you go. Hexgrid with a random misplacement. It does feel more natural.

    https://www.dropbox.com/s/lylbpnbte4mfd ... .capx?dl=0

    You just have to tweak the values and find the optimal configuration for your needs.

  • You may also scale the whole layer, since there's no way to scale a tilemap.

    Like this: https://www.dropbox.com/s/zzw0k6o85ek0f ... .capx?dl=0

    You should, also, adjust the position when zooning in or out.

    Hope this helps. Cheers.

  • It looks a bit too much like it's on a grid for this project, but I'll keep it in mind for later ones.

    Yeah... I thought that would be a problem. Even though it's faster and safer.

    But... You could use the grid, with slots bigger than the range you want, and add a random misplacement, to remove this grid feeling.

    Well... Glad to help.

  • brunopalermo It's very basic stuff, like if the spaceship is overlapping the blue circle, it applies a force towards the center of it and if it touches the base, it destroys the ship.

    But the base needs to be in place before the player can play, otherwise a base could spawn right in front of them...

    Like I said, you could use a loader and an invisible layer. When everything is spawned you make the layer visible and let players play.

    Anyway... I just finished the capx with the hexgrid.

    https://www.dropbox.com/s/ggk6caxje7i6m ... .capx?dl=0

    See if this helps. Cheers.

  • For physics? I'm not sure what exactly you're trying to do, so... If you share the capx, we may be able to find a way.

  • The conditions will go inside the function. If you share a capx or tell me exactly what you need to be done, I can help you better.

  • You could spawn them invisible (or in an invisible layer) and just make all visible (or the layer) when the number of spawned bases reaches the total you want.

    Regarding the hex grid. I'll check a bubble shooter I have implemented that is built on an hex grid and adapt it. But I don't think I'll have it today...

  • What you COULD do is set the fullscreen mode to Scale outer and center the objects when the layout starts. That way the black layer will be stretched and, since the whole browser window is now covered by your game, the mouse events won't trigger the windows menu.

    Check this capx to see it at work.

    https://www.dropbox.com/s/ckrxi1f1jqafo ... .capx?dl=0

    Hope this helps. Cheers.