calminthenight's Forum Posts

  • For keyboard you want to look at keycodes. Create variables or an array where you store the keycodes for each button your game uses.

    e.g

    Var_JumpKey = 32 (32 is the spacebar keycode)

    If by default you have made the space bar "jump" in your game, instead of using an "ON Spacebar Pressed" event, you use an "on Keycode Pressed" and for the keycode value, reference the Var_JumpKey variable where you stored the keycode.

    If you want to change the jump key to shift, you create a system where the Var_JumpKey is updated to the keycode of the shift key (16) when it is pressed.

    At a basic level, something like this:

    On Any Key Pressed - Set Var_JumpKey to Keyboard.LastKeyCode

    The process for gamepads is basically the same except you use button indexes instead of keycodes.

  • Use "Pick by comparison" and then enter the variable value you want to compare.

  • At a guess I'd say your using the tags incorrectly. Screenshot your code.

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  • something like:

    Every tick set enemybullet.bullet.speed to self.bullet.speed+0.5

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  • Count me as one :) I don't use physics much so I never really noticed it.

  • any number above 1 will just result in 1.

  • Is overlapping works every tick. As this is an event that you want to happen once only you should use a trigger, in this case "on collision with". This will only be triggered once when the conditions are met. Because you are checking a position, and changing the position in the same tick it can cause issues with the is overlapping condition.

  • Instead of using "is overlapping" use "on collision with".

  • I've updated that example with a workaround. It seems the canvas is refreshing itself every time something new is added which is weird. Anyway the work around is to just replace the images that were there on startup on each click. But it shows the method for revealing hidden things.

    1drv.ms/u/s!AkmrWgxeuxlKhJkFWrXtOxu4v19Akw

    EDIT: Update, the issue has been fixed in the new betas so if you open the original example from the thread in R280 it works fine.

  • construct.net/en/forum/construct-3/how-do-i-8/punch-hole-sprite-reveal-layer-156127

    This thread has an example of a similar thing however, it appears that the drawing canvas is doing wacky things now and it isn't working at the moment.

  • Have a look at layers and blend modes. You can create a sprite the size of the bullet and have it reveal what is behind. You can also use the drawing canvas

  • Ah. Was confused cause the title said keybinds. Most decent keyboards will support at least 6 simultaneous keys and certain gaming keyboards often have options to enable anti-ghosting. But still no guarantee of universal compatibility.

  • What's your issue? The project works fine for me.