EncryptedCow's Forum Posts

  • Maybe try int() or float() functions

  • I think you need to use :

    https://www.scirra.com/manual/120/webstorage

    I'm pretty sure that won't work. WebStorage runs per domain, so the premium version would not be able to access the demo versions webstorage.

    29041982 voxik I think you guys are confusing layout size with window size. Your LAYOUT can be any size you want, but the window width has to be less than 800 pixels.

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  • Make 2 variables for the amount of pixels in each incrememnt you want objects to snap to named snapX and snapY.

    Then when you are placing the object, set it to Self.X - (Self.X % snapX) and Self.Y - (Self.Y % snapY)

    The % operator is called modulo, modulus, mod, etc. It gets the reainder after a division. So youre subtracting the amount of pixels the object is between 2 snap points, and setting it to the lower one.

  • I would actually use a tiled background, then set the width to livesLeft * imageWidth, that way you dont have to deal with picking objects and annoying stuff like that

  • Make a seperate layout called HUD, build it there, then make all the objects global. when you go to a level, first go to that HUD layout to "grab" the objects, then go to the level that you need to go to.

    Another way is to just create your HUD with code on the start of any level layout without them being global.

  • they can be local, but yes thats what I mean.

  • Put the text object on a seperate layer, and set that layers Parallax values to 0,0.

  • I'm assuming you mean the new Shadow Caster behavior/object? If that's the case, you just have to set the ShadowLight objects position. Send a capx if that isn't working.

  • use variables for your minimum and maximum values in the random() expression. So have min = 0.5 and max = 1.0, then do random(min, max) and when you change those variables values the spawn rate will increase with it.

  • You can use the Object.PickedCount expression after you compare Object.Role = 1 to see if there are 0 objects with a value of 1 for Role

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  • Fixed the equation, added a modulus subtraction to get rid of the remainder, and also inverted the value so moving up is positive and down is negative. If you want to remove that, just take out the * -1. I believe this is what you're looking for.

  • Create a variable called startY, and set that to Mouse.Y when the user starts dragging the slider.

    When the slider is released set hours to hours + (((Mouse.Y - startY) / 20) * 0.25)

    Mouse.Y - startY gets the difference in pixels the slider has moved from start to finish.

    Then you get how many 20's are in that value, and multiply it by 0.25

    If you want to clamp the slider to a maximum/minimum value, replace Mouse.Y with Slider.Y and restrain that objects position.

  • English please.