calminthenight's Forum Posts

  • Use the Set Vector Y action

  • It depends on what you have changed. If you just changed some code then you could just provide the new JS and other core files using an Installer to replace files in a target directory. If you have added new image assets then you may have to include all the image assets again as construct packages them into spritesheets. You probably want a tutorial on how to create an Installer program. Something like this may help: advancedinstaller.com/user-guide/tutorial-simple.html

    Images is the only one I'm unsure of, for all other media types you could use the installer to only deliver the new code and core files and the relevant new media files.

  • You can just regenerate the area around where the sprite was created to make it more performant.

  • Sounds like a problem with your double jump logic and not the touch input. Post your project file so people can have a look.

  • Example using tilemap here: 1drv.ms/u/s!AkmrWgxeuxlKhIt0QuPtdpbrVeYc-w

    Only works dragging from left to right but you can modify it to work both ways.

    EDIT: I updated it to work in any direction

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  • Fair enough.

    Event 11 picks the "sprite" that was clicked on and if the cows variable = 0 on that tick then in your actions you try to spawn a red stoplight and add that as a child to the picked "sprite". You can't add a child when it hasn't been created yet, so swap those two actions around.

    In Event 12 you are trying to pick a different "sprite", based on UID however you have already picked a single sprite (the one you have clicked on). So unless those two sprites end up being the same you will never pick the one with the UID. That would mean that anything after that top level condition wouldn't run.

    Hard to suggest an alternative cause I can't see what you are trying to achieve in context. Upload your project file via dropbox etc. if you want any more help.

  • I believe the slider bar is limited to steps of 0.1 values. As an alternative to the method in the example, at the start of each song you could set the max value to the song duration and then just update the value to the songs playback time. This may smooth out the movement but I don't think it will.

    Alternatively create your own transport bar using sprites and add your own logic for smoothing out the movement.

  • I'm pretty certain it isn't possible

  • Do you need to spawn it? You could just toggle the visibility.

    I'd use a container so that the lights are picked with the sprite and then set their visibility based on the picked sprites value.

  • Example using slider bar here: 1drv.ms/u/s!AkmrWgxeuxlKhItx5DxsUnor9PGDmw

  • Use the "Seek to" action to set the playback position.

    Use "PlaybackTime(Tag)" to see the current play time and "Duration(tag)" to see total duration of a song.

    You can do basic comparisons of those two to make a progress bar work.

  • Just remove the stop and play actions from load checkpoint logic then and the music will continue to play.

  • I'm assuming that you are using an event on start of layout to play the music?

    If so add another condition that is "yourmusicfile" Is not playing.

    This means that if the music is playing and the layout restarts, the song will not start again but will continue from where it was.

  • Your "is on screen" condition will repeat every tick, so you are constantly starting the missile timer.

    Use different logic to trigger the initial timer starting.

    You can easily test it by replacing that condition with an "on key pressed" trigger. If it still doesn't work then there is something else going on.