HugoRune's Forum Posts

  • 14 posts
  • As far as I know you can only do this from directly within Xcode by changing the target device family to iPhone only. I don't think there is an option for doing this from within the exporter.

  • Signed, fingers crossed Nintendo gets on board with this.

  • .....I would do it a different way though, have 'sensors' at the end of platforms that send the enemy in the opposite direction on collision.

    This is exactly the way I have always done it!

  • I've created a little C3P file to show you how to do what you want. I can't post active links yet, but download the following file and take a look:

    brandonwhitton.com/InvertedControls.c3p

  • Assuming you are using platform movement, untick the option to use default controls. Create a boolean flag in the player called "direction". Set up your player movement something like:

    If key pressed (whatever key you choose for moving left) and boolean "direction" not set, then simulate platform pressing left.

    Do the same thing for moving right.

    Then set up a collision event between the player and the object that sets the boolean flag for "direction". You would then need to put in an event like:

    If key pressed (whatever key you choose for moving left) and boolean "direction" set, then simulate platform pressing right (this reverses normal movement). Do the same thing for moving right (which reverses movement so the player moves left).

  • Hey,

    So, I want to set a different animation when the player collides with a crate while holding jump.

    What I tried to do was:

    On collision, Keyboard "space" held set player vector Y=-600, set animation to "High jump"

    The bounce works perfectly.

    What ends up happening is that the "High jump" animation plays for about a frame before defaulting to the standard jump animation.

    How would I go about negating the jump animation?

    Thanks

    Another approach to try is to set a flag with a boolean (called something relevant like "High Jump") when the player collides with a crate whilst holding jump. Then you would test to see whether the boolean "High Jump" was set to true. Whenever it is set to true you would run the High Jump animation that you want to play. You could also easily add code to ensure the normal jump animation doesn't play whilst the boolean "High Jump" is set if needed.

  • I have always used the invisible object over tile map approach. It's simple, flexible and seems to work well for the games I make.

  • Each browser has some default stylings applied to everything... I believe that is the input:focus selector, which we can't get to in construct.

    You might want to try setting outline:none to see if it works.

    Alternatively:

    outline-style:none;

    box-shadow:none;

    border-color:transparent;

    It is a pain, but stuff like that is why it is recommended to just use sprites instead.

    I would definitely be using sprites rather than an actual button. You will have a finer degree of control over any visual effects. I'll often use an online button maker to create a button and then download the resulting image which I then import as a sprite into my games.

  • Solid objects can be destroyed. Your wall object will be solid to the player but as graham-s stated you can check for a collision between your wall and laser. If there is a collision you just destroy the wall. I have done this before with barrels (with solid behavior) that explode and are destroyed when shot.

  • If I remember correctly this was part of either the basic or intermediate algorithm scripting when I was doing my frontend development certification through Free Code Camp. I've just googled it - check this link out:

    forum.freecodecamp.org/t/freecodecamp-algorithm-challenge-guide-sum-all-numbers-in-a-range/16083

    I'm afraid that loops are the most efficient way to perform this type of operation!

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  • I have an Adsense account. I'll look into this for monetizing future games!

  • Try looking at this thread that may give you some things to look into:

    scirra.com/forum/how-do-i-add-custom-css-to-my-project_t198745

  • The IOS export of Construct is quite buggy. Every time I export to IOS I need to manually change elements of the IOS X Code project. I would be willing to bet that your custom CSS is just being overwritten, or deleleted by the export process. You should manually look at the exported files. If the correct CSS is there you may need to mark the relevant section of CSS as !important to get it to display correctly.

  • I would be inclined to pin the text to an invisible sprite and then just check for collisions between the invisible sprite and wherever the text is being dragged too.

  • 14 posts