inset's Forum Posts

  • 9 posts
  • Your file helped me a lot to understand how I can set object settings after an new "create object"-action!

    It makes now absolute sense why I failed all the time. I tried to "add an event" as selection for an object and set with "actions" the settings , but there is no possible relation between that with which I can control it in that way.

    That what does work is to create and set all the planned and necessary object-options in one "creation"-action.

    After I took a look at your capx I understood that and noticed, that I would not need the mentioned plugin, but it could be another possible way to solve my request!

    Why? Because I can pin my the "selection"-object and the new created/second "selection"-object on another object, which I move.

    https://1drv.ms/u/s!AgSJ2pCrMjv7gbwSKIMOvJ7cHu6WdQ

    Once again

    Thanks a lot!

  • Hey antares330,

    yes, thats right! A scrolling menu, which shows the selectable/actual level.

    Thanks for your quick respone! I will take a look at it when I´m at home again!

    -Stephan

  • Hi everyone,

    I´m trying to figure out how to build up a menu which is able to change/switch the visible level the player can start.

    If the player touches one of the two direction-buttons, the actual level should scroll out of the visible layout and in the same time/speed/direction the new level should scroll in an be visible.

    The "Level"-sprite has several animation-models to be able to show different levels in a preview

    Visible example:

    First Level-Sprite should be set to the small and long "MoveBar"(Blue)

    The new created Level-Sprite should be created.

    With a touch on (for example) "MoveRight"-button, the "MoveBar rotates to the necessary positon, For Each-"Level-Family" gets pinned to that bar and the moves forward to set positon. The Level-family gets unpinned, the bar resetted to default-position. At this point it seems to work well.

    Problem:

    Because of the reason that both "Level"-sprites are a similar object and they do what I set up, they get after one command the same settings, are overlapped and there is no way for me to seperate and control them in a way that I could make them useful.

    First I took a deeper look into existing tutorials and the manual, but I didn´t find a solution.

    I tried a lot with "For each" and "UID", but nothing of that really helped me(or just not in the way I tried).

    Then I tried to figure out now for a while in the forum about similar stuff, but didn´t see something that would work for me.

    OneDrive-Share-Link to SelectScrollMenu.capx

    https://1drv.ms/u/s!AgSJ2pCrMjv7gbwDmVU_I5smM5SbqQ

    So I would like to ask if somebody could take a look over my example.capx and help me out with my problem.

    Thanks a lot!

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  • Okay, somehow the Quick reply did not work for me yesterday.

    I´ve noticed the same issue as some others before.

    My browser allows me to add with each reload of my profile-site on the scirra-website 2 extra days on the "visited"-count.

    I´ve got the "Fanatic"-Badge from that yesterday. Tried to figure out if that breaks at a point, but it seems endless.

    Used Opera - 39.0.2256.48

    The badge is yours, if it is a problem.

    Sorry for possible inconvenience.

  • You should figure out where you place your add.

    It depends on what you´re doing.

    At least it can be uncomfortable for the user - what means less fun and less happy users.

    But be aware of the policies each ad-company brings with it.

    For example AdMob:

    The guidelines tell you what is a go-go or a no-go for several scenarios.

    You can find also some videos showing/explaining what is necessary to pay attention.

    Please inform yourself before you place just somewhere a ad-block and your account gets frozen or banned.

    Link to the guidelines: https://support.google.com/admob/answer ... hl=en&rd=1

    Good luck!

  • Hey,

    thanks for your help.

    I can learn a lot of the existing information in that threads, so maybe I can go on with my stuff. I will try harder

    Thanks again for your help and time!

  • Hello Coin-coin le Canapin,

    thanks for your quick reply and help!

    I really like your test-files and the way you tried to solve my questions.

    The clouds2.capx has a cool effect. If it would just be possible to set the position of the radius which follows the character to a permanent "hole" at this position and the remaining groud would be able to be a "platformer". That would be a solution somehow.

    I think it is like you posted in the first clouds.capx.

    The only difference in my thoughts would be, that the "removing" parts are less big - really tiny.

    This brings like I saw some problems with the performance regarding the amount of displayed sprite-parts with their own collision-points.

    I just made two Files to show what I mean in form of blocks:

    Bigger "Blocks"

    [attachment=1:2o4y6gjm][/attachment:2o4y6gjm]

    Tiny "Blocks" (less performance)

    [attachment=0:2o4y6gjm][/attachment:2o4y6gjm]

    Of course it is the same result when I set the clouds in your capx to an much higher amount by making them even smaller.

    Maybe my technique is just not the right.

  • Hi,

    nice to meet you all.

    My name is Stephan and I´m extremly excited about the great construt2-community.

    Making a little smartphone-game was a long-time-dream since my childhood (like Super Mario World or other funny stuff etc.) that can become true with this tools and knowledge here.

    So that is the reason why I´m glad to be here.

    Thank you

  • Hi everybody,

    this is my first post. So Hi All!

    (If I didn´t find or understand an basic option or a possibility through the application or manual, than please feel free to give me a hint. I didn´t find anything similar or maybe I just searched with the wrong information )

    Do you know this awesome Disney-mobile-game called "Where is my Water" where you can remove a "soil-layer" just by touching?

    https://play.google.com/store/apps/details?id=com.disney.WMW

    Is there a way to do something similar like that with construct2 - removing small parts of a layer or tiled map as "plattform"?

    I think it would be absolutely cool if for example a character is running trough "clouds" and this cloud-sprite is just disappearing at the position where the character collides with. (Without deleting the whole sprite-layout or bigger parts)

    Or for another example a beaver is digging a new "home" in the mudd.

    I´m thankful for any info, hint or howto.

  • 9 posts