GeometriX's Forum Posts

  • briermay you should have provided that information up-front. Also, I know you probably don't want to hear this, but perhaps your first game shouldn't necessarily be one with multiplayer features. I suggest that you learn the basics first. At least read through a few more manual entries and tutorials.

    Picking nth instance in the manual.

    You say you can already read the index and apply it to an instance variable (let's call it varIndex), that's good. From here you'll do something like Pick nth instance (object.varIndex) -> set animation frame (10).

  • My pleasure.

    I realised that I accidentally uploaded the desktop one twice. I've corrected that now, so you can get the mobile test where I linked to it originally.

  • I'm not sure what could cause this, as it works perfectly for me:

    <img src="https://dl.dropbox.com/u/14522925/C2%20examples/snapshot.jpg" border="0" />

    Perhaps this is a bug. I'd suggest that you triple-check your code and if you still don't come right, report it as such.

  • Yup.

    Uploading a 33MB file is a bit of an effort, but here are two completely working examples that you can export and test yourself:

    Desktop

    Mobile

  • You can use webstorage when exporting to exe. In Windows, it stores the data locally in OS:\Users\"Username"\AppData\Local\"AppName"\Local Storage.

    Works for CocoonJS, too, although I don't know where it actually stores the data there.

  • I asked about the same thing recently and was told that proper integration is on the cards, but it might take some time while Ludei and Scirra work out the issues. The feature you mentioned has been removed while that happens.

    Here's a workaround for now:

    A: Set font face individually per text object in actions -> Font -> set font face (or do it all at once with a family).

    B: When you export your project for CocoonJS, create a new folder in the zip called fonts and place your font file there.

    Based on the changelog for R117 this workaround could cause compatibility issues but I use this solution with my own project and it works fine.

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  • It should work if you just use enemySprite.Angle

  • Use a middle-man, so to speak:

    On collision:

    Set TempNumber to GlobalNumber

    Set GlobalNumber to FrameNumber

    Set FrameNumber to TempNumber

  • briermay You don't need to mess around with UIDs or IIDs for this purpose. Construct will always use the instance of an object that is picked by the condition of an event. See How events work in the manual. The picked instance also extends to sub-events for further filtering. See Sub-events in the manual.

    For beginners, as long as you have your action in the same event as your condition, you can freely call the object as a whole and it'll use only the instance that triggered the event.

    Example capx [R118].

  • If you spend some time tweaking your angular damping then you could get a decent result, as you can see in my tentacle attack example I made for another user. There's no solver in the common sense, but it's on its way there by connecting together a series of "bones" that are grounded by a base and given function by a controller. You could even limit rotations by using a limited revolute joint, as would be the case with limbs or even your ship's landing gear.

    Personally, I'd love to see one of our more experienced users put together a plugin that makes handling this stuff a little easier, but that's just wishful thinking.

  • Please disable any 3rd-party plugins and re-upload your capx. Or, if you have to use those plugins, I suggest you post this problem in the plugin thread: this might be a bug.

  • I don't think it's a setting in the software itself. I'm using a fairly new installation of Construct that I haven't adjusted at all, and that was a brand new project with default settings all-round.

    It's likely your browser then. Make sure you're using the latest version of IE or try another browser like Chrome or FF. Compatibility is an issue for older browsers.

  • First, try a different browser. If that doesn't help then you're probably triggering an infinite loop. I suggest that you search through all events that pertain to touching those sprites.

    If you don't come right, post a link to your capx so we can have a look at it.

  • Works fine for me.

    Try this.

  • I don't know what I just played, but I like it!