Fakov's Forum Posts

  • 4 posts
  • Hi all!

    A few days ago I needed to create a drop-down menu for my simply RTS game - I wanted to click an object in game and get the simply menu. I didn't find any plugin for it, but very liked Circle Menu Plugin. It looks very simple and effective.

    But I couldn't customize it as I wish (you can use only fontawesome icons or text for menu items).

    So I spent 1 evening to find a solution of my idea. C2 has a lot of constraints to simple create it. So, there is short description, how to make customizable circle menu without plugin.

    Easy manual for Alternative Circle Menu

    1) Create instances of menu items - your buttons of menu. 2,3,5,10 - as you wish.

    2) Add all of them to family.

    3) Important: add all of them to container.

    4) Create simple construction in Events.

    IMPORTANT: There is using Rex MoveTo plugin

    Here you can download my example(if you have Rex Plugin))

    Hope it helps somebody) And sorry for my English)

  • Hi everyone, sorry for my rude English))

    I need yours pro help. I have a procedural generating level - level has random count of square blocks. Simply solid square. And I have a mob on level. How it possible to make that levels' blocks make sticky for that mob? On screen you can see what I mean - I want that a mob walking nearby block everywhere - the red line shows the way of mob.

    How I can do it?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • yes, it's a map generator, it's randomly generate map with wall (gray - - animation frame 0) and air (blue - animation frame 1). I need to destroy air-blocks correct, that Wall-blocks will not lost when I move trough the map.

  • Hey everyone.

    Sometimes ago I found here a nice example of endless generation.

    And then i wanted to remake it for my tasks, but got a problem. Now, this example works incorrect(

    Here it is- i think some professionals here can make it work correct.

    There is a sprite with 2 animations. If animation = 0, sprite must be "live", if animation = 1 sprite must be destroyed. But when sprites destroyed, the "regeneration" system begins work incorrect.

    Please, rebuild it correctly(

    /also, sorry for my rude english))/

  • 4 posts