Gmoney's Forum Posts

  • You're welcome, TheWindmiller. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    If it's rain, that can be arranged by the Rain & Splash Effect easily.

    https://www.scirra.com/tutorials/1368/r ... ash-effect

  • Here it is.

  • Is this what you were looking for? <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/964upy26lu0ip ... .capx?dl=0

  • Check out this tutorial by Lordshiva1948. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.scirra.com/tutorials/4805/t ... onstruct-2

  • I don't remember seeing a particle object already running when I loaded a scene in C2.

    If I was to make a waterfall that was already turned on, I would have done this.

    1. Create a new scene with a waterfall and run it.

    2. Video capture the waterfall and remove the background, if needed.

    3. Export the image as PNG and bring it into C2 as animation.

    Then I would either..

    4. Arrange the scene so that the waterfall's animation will run for a few seconds before particles take over.

    or

    5. Use that PNG animation without a particle object in game.

    Another method I could think of is this

    1. Create a cut scene in a layer above the waterfall let the particle waterfall run in the background first.

    2. Remove the cut scene after a few seconds.

  • You're welcome, mnashwan.

    I found a related thread.

    Are you making a game for PC? It seems there's a way to record voice according to the people in the thread, but the feature is not working on Android phones yet.

  • You're welcome, gajina.

  • > Fixed.

    >

    > The issue was with event sheet Line 2 and 3.

    >

    > It seems the local storage code was incorrectly copied from 'PowerKong' local storage tutorial.

    >

    > https://www.dropbox.com/s/hb5g6srx27qs8 ... .capx?dl=0

    >

    Thanks Gmoney I been away for a while . When I made the tutorial I thought it was easy enough to follow but I will double check to make sure beginners have an easy time following it.

    You're welcome, PixelPower. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Thank you very much for the tutorial. I learned LocalStorage from your tutorial and it was the best tutorial ever written on the subject.

    That's the tutorial I will always recommend to anyone who has questions about the subject as well.

    That's the best.

    Thank you again.

  • nop money

    i want to put on layer 0 one pic.. layer 1 black screen and i need somerhing to erase the black screen like PS with size 32x32

    I tried the following but failed.. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    1. Using For loops, fill the Layer 1 with 100 dots sized 32x32.

    2. Using 'Mouse button is down', put any dots clicked and dragged to have their alpha settings set to 0 -- rendering them transparent.

    Check out this capx by R0J0hound.

    http://dl.dropbox.com/u/5426011/example ... icade.capx

    The file is from this thread.

    viewtopic.php?t=71384&start=0#337988

    This is even better.

    http://dl.dropbox.com/u/5426011/example ... nline.capx

    From this thread.

    viewtopic.php?t=72291&start=0#344054

  • Hey guys

    I have been trying to figure this one out but I cant seem so here my situation.

    I have 2 sprites on screen that are touch controls. And depending on where I touch on the sprite they change their angle to touch.x + touch.y.

    so it setup like: is touching rightctrl: set redctrl angle toward touch.X(redctrl.x) , touch.y(redctrl.y).

    now when touching 1st sprite only they behave fine, but as soon as the 2nd one is touched the 1st sprite changes its angle to point at the 2nd sprite

    please help me guys iv hit brick wall here.

    and thank you in advance

    That sounds like you have two on-screen joysticks and left controller is moving when only the right one is being used. Is that what's happening?

    Please post capx, if possible. If not, please post a screenshot of the event sheet.

  • You mean like this? <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green"> (Left mouse click = paint, Right mouse click = erase.)

    https://www.dropbox.com/s/ch09mp5rjhdca ... .capx?dl=0

  • OR

    another var. from Gmoney *.capx

    https://drive.google.com/file/d/0B8mc-_ ... sp=sharing

    When the left mouse button is clicked on any of the sprites, the process stops.

    Else.. continues. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green"> (That's a great example, CBelle..!!)

  • For picking up and throwing part, I have created two examples.

    Throwing via Bullet

    https://www.dropbox.com/s/l13oezvjoqyjw ... .capx?dl=0

    Throwing via Physics

    https://www.dropbox.com/s/tlaj11i5ewazg ... .capx?dl=0

    1. How do create a pick up movement or animation, set moves the box from the floor to above the players head?

    That's easy. When a box overlaps or in collision with Player, set Box's potision to Player's Imagepoint 1 (located above Player's head).

    I would create an animation with arms up, as if the Player is holding a box nesting on his/her head.

    For Super Mario Bros 2's throwing style, check out this thread.

    how-do-i-make-super-mario-bros-2-styled-throwing-system_t150822

    2. I plan to have many objects you can pick up. How would I do this? Would I make a family called Pickables (or whatever) and add all the sprites I can pick up in it? What if I wanted to make each Pickables to slow down the player or be thrown at a shorter or further distance? I know I would use a instance variables on the objects but how would I go about coding this? I know how I would manipulate travel distance and player speed for each pickable. How can I code this for family and the most effiecent way?

    Please check out this tutorial by cacotigon. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.scirra.com/tutorials/556/un ... o-families

  • Check out my example. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/qcbbliotl46i2 ... .capx?dl=0

    Explanation

    1. Every second, a sprite is being generated.

    2. When the left mouse button is clicked on any of the sprites, the process stops.

    3. When the right mouse button is clicked on any of the sprites, the process continues.

    The same conditional procedure will occur when you create another sprite and arrange the button clicks on that sprite.

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  • You're welcome, J8U5.

    Basically, it's..

    1. Close Construct 2.

    2. Unzip .7z.

    3. Copy the unzipped folder (rex_moveto) to Program Files\Construct 2\exporters\html5\behaviors.

    For example, I have installed my C2 to C drive, so my behaviors folder is located at C:\Program Files\Construct 2\exporters\html5\behaviors.