eli0s's Forum Posts

  • The problem is that you are not taking into account the actual image width (856 px) and that causes the jump.

    For some reason I can't upload right now the fixed capx, but the event should look like that:

    if Fog X <= (less or equal) to -856 ---> Fog set X to 0.

    Also, the black Sky tilled object is a bit overkill in size! If you want a single BG color you could just set the bottom layer to be opaque and set its color to black. You can also use a sprite much less in size and stretch it to fill your sky, even a 64x64 with a gradient will suffice if you have pixel rounding set to Off in project settings.

    -EDIT-

    Ok, antivirus was messing around, here is your capx: http://www.eli0s.com/Tests/ScrollingFog.capx

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  • You're welcome!

  • Providing that the family that its name I can't read and has the spawn action is the same as the one in the condition (Level2Enemies), then yes

  • Hi,

    I have spawn triggers with trigger ranges assigned to them. I'd like to display these ranges graphically but only in the editor. Building logic to scale some circle sprite wouldn't do, as that wouldn't show in the editor, right? Son any recommendations how to best set this up?

    What do you mean by that? Can you be more specific? Do you use some circular sprite to detect collisions? If yes, then how come this doesn't suffice graphically within the editor? Can you provide an example capx?

  • Then why destroy them? You could just hide them, set their opacity to 0 and when the player dies just pick them all and restore their opacity to 100.

  • Bellow the "every 40 seconds: condition add a "pick a random instance" (from the system conditions) and choose the family. Don't change the actions. It should spawn an arrow randomly from each object from the family now.

  • Oh... I was to slow

  • You can invert most of the conditions by right clicking on them and choose "invert" from the drop down menu. You should see a red cross-hashed "equals" symbol.

    e.g.

  • You're welcome!

  • Hello all, I was wondering, how do I stop an animation while another one is already playing? For example, in my code below, when the player releases any of the buttons, the animation will revert back to "shoot" (which is what I want), but, how do I make an exception saying that if the 'Character' collides with a specific object, it will play "characterStarAnim" (another character animation) instead of automatically reverting back to the "shoot" animation?

    Thanks,

    guannstar (FNORD)

    Add an other condition to the event with the "on any touch end":

    • animation characterStarAnim is not playing (invert the is playing).

    That will hopefully prevent the "shoot" animation to trigger while the "characterStarAnim " is playing.

  • Well, you can repeat an action to your heart's content, but that will happen after you run the layout, you wont be able to see the result in the editor... But you're welcome!

  • on start of layout

    repeat x times ----> system|create *x_object* on layer *Y* at ( random(LayoutWidth), random(LayoutHeight) )

    -EDIT-

    Oh sorry, this isn't what you want. You want to create and distribute the objects randomly from within the editor, not at run time. There isn't a way that I know of...

    Closest thing for variation purposes is to do what Hardty said.

    on start of layout ----> x_object | set position to ( random(LayoutWidth), random(LayoutHeight) )

  • Yes, the best practice will be to test again and again on your target devices. But, just like keroberos said, the decimal value doesn't seem to affect performance in any practical way.

    Anyway you're welcome

  • The only way to do it is with the Canvas Plugin. It doesn't come with Construct 2 by default.

    Download it here: https://www.scirra.com/forum/viewtopic.php?f=153&t=64239 and install it.

    See how to create line in this amazing example made by XManBG https://dl.dropboxusercontent.com/s/y9asncfrt721jey/mouseCanvasDraw.capx?token_hash=AAG1GHw-Rje_LPt7R6v14V8GLwW1PJ6kV2xDS7dXH_c0GQ&dl=1

  • You can play only one audio file at the time if it's imported to the Music folder. If you want multiple audio files overlapping each-other you have to import them into the Sounds folder. Please be aware that unless you preload those sounds on start of layout, there will be a delay in hearing those sounds, especially if the files are large in size (you will appreciate the delay when you upload the game online, in preview mode you won't notice since it runs from the disk).