caiorosisca's Forum Posts

  • Just use global variables.

    Or you can create an object that is global and add instance variabes to it.

    Global objects don't get destroyed when changing layouts. On a game of mine I have an sprite called Settings, and save all the settinsg as instance variables of that object.

  • I'm not really familiar with it, but I've seen alot of people recomend a specific camera plugin that allows zoom and some other stuff. Have a look at the plugins section. I can't tell you for sure which one it is. But you might find something usefull

  • your project requires a plugin, "scml", can you remove it or give us a link for download?

  • Made some modifications to your capx while waiting, check out if it helps you.

    (remove the space, i can't post links)

    dl.dropboxusercontent. com/u/39282664/doubleTap.capx

  • Try explaining what exactly you are trying to do, I might be able to help

  • I did, and this is what happens

  • You can also use lerp for stuff like this. It provides a nice and smooth effect

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  • Not sure what look you are trying to achieve, but maybe not even pin the angle at all. Pin the healthbar to position only and it will always be on top of each tank

  • You are destroying the Timer you have at the layout on layout start.

    So what happens is, when you click, there's no object Timer at all.

    When you check if it is NOT on layer 0 it isn't because it doesn't exist.

    When you check if it IS on layer 0 , well, it isn't either, there is no timer.

    In programming that would be similar to getting a null reference error, you are trying to get something that doesn't exist.

  • From manual:

    "Advanced audio

    The Audio object supports some advanced features, such as positioned sounds and convolution effects. However these depend on the Web Audio API which is not supported in all browsers. You can detect if these features are available using the Advanced audio supported condition. If it is not supported, the advanced audio features will not change the sound in any way.

    Positioned sounds are an advanced audio feature that allow you to play a sound at a position, or on an object, in the layout. Using a 3D audio engine, the pan and volume are adjusted according to their relative position to the listener. This is an easy way to enhance realism and further immerse the player in the game."

    Probably the phone doesn't support advanced audio.

  • Yes, I know that. It was just an quick example to show you how to get different sounds.

    As BluePhaze said, you can just add a stop when player is not moving(better than checking for animation IMO).

  • Check out this example, tell if you need anything else. (remove the space, I can't post links)

    dl.dropboxusercontent. com/u/39282664/healthbarExample.capx

  • As I hate video tutorials, (they take ages to usually explain what could be said in one line)

    What you need to do is:

    Create a new layer

    Set the layer's parallax X and Y to 0. << MAGIC

    Place your health bar at the position you want on that layer.

    You're done

  • Setting up an example for you

    Edit:

    Here's an example how it can be done, I used poor sound effects tho. For better results use single step sounds.

    You can also tag all the sounds as "footstep" instead of using a tag for each one. But it would delay a bit the sound when touching a different terrain.

    (remove the space)

    dl.dropboxusercontent. com/u/39282664/footsteps.capx

  • caiorosisca can only post plain text URLS until they have 500 rep. 2 URLS modified. Why?

    Have a look at these 2 capx, they're from some other topic I can't remember which one.

    https: //dl.dropboxusercontent .com/u/39282664/drag%20and%20throw.capx

    https: //dl.dropboxusercontent .com/u/39282664/dragNthrowJoint.capx