jjc001's Forum Posts

  • I'd probably do something along the lines of drag and drop. I would make all of the screen backgrounds into one sprite (BS1) and pin all of the other sprites to it. then create a very large invisible sprite (IS1) with the drag and drop behavior centered in the viewport

    On IS1 drop

    if BS1 x is between 2 values

    BS1 move to appropriate position

    wait for previous

    set IS1 position to original position

    this should create the illusion that there has been a swipe when in reality you just moved an object

  • the array object is great for things like this. Not sure if you want them to spawn somewhere before you collect them, but once the items are "collected", add them to the array. When you pull up the inventory window, have the objects spawn in the inventory, based on their position in the array.

  • short answer, the same way that you change a 2d background color. click on the layer, make sure the transparent box is unchecked and then choose your color

  • sorry man, but it could've been much worse

  • What I posted checks involves checking the size of the object in relation to the touch positioning (assuming you are primarily concerned with the same objects not overlapping). height/2 makes sure that it is outside of any y that would overlap and width/2 for the x that may overlap. you may actually not want to divide it by 2.... either way, that's how I would go about it.

    it may also need to be on the event below. Using the objects height and width within the condition is the simplest way to do it.

    another way to do it is to destroy the object that is overlapping at a great z elevation and then set acao to 13 again (or whatever other value needs to be reset)

  • Sorry I'm not sure how to get that to format correctly.

    1) is the first sub event and it's conditions

    followed by it's sub events A) and B) that have actions

    2) is the second sub event and it's conditions

    followed by it's sub events A) and B) that have actions

  • I think that adding the following conditions as sub events to on touched batao will fix that (if you delete the action as well/ move it to the sub events)

    1)touch.y is greater than or = arvore.y-(arvore.height/2)

    1)touch.y is less than or= arvore.y+(arvore.height/2)

    A)touch.x greater than arvore.x+(arvore.width/2)----->set acao to 13

    B)touch.x less than arvore.x-(arvore.width/2)----->set acao to 13

    2)touch.x greater than arvore.x+(arvore.width/2)

    2)touch.x less than arvore.x-(arvore.width/2)

    A)touch.y is greater than or= arvore.y-(arvore.height/2)-->set acao to 13

    B)touch.y is less than or= arvore.y+(arvore.height/2)-->set acao to 13

  • Cool, I hope that's the case!

  • Is there a limit to how many people can be on one remote preview? Is it limited by the program, the server, or the individual running the preview (internet speeds and computer)?

  • kind of pain, and probably not the most efficient way, but I created functions that would send data to a different array from the first, only if it had data other than 0. Then cleared the first array and loaded the second array into the first.

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  • If I set the size to 0, then wouldn't it delete the rest of the array's content?

  • I'm using a 2d array to create a team in a game, before going into battle, I want the team to all be pushed to the front of the array by moving zeroes to the end. This will keep the array the same size which is also important.

    Tagged:

  • Awesome! Thanks so much!

  • So I don't always have the time I'd like for construct, but I was stoked to get to mess around with the 3d features the past month or so. That being said I'd love to see a 3d platform behavior and a 3d solid behavior. The 3d platform behavior is actually easy enough to work around and it just takes some adjusting and testing for a good z speed. 3d solid however is far more important.

    Currently solid collisions are only calculated based on the x and y so even if your z doesn't put you colliding with the solid object, your movement is still prevented. Now this can be worked around by adjusting the solid based on the position of the player, however then any other objects using a platformer behavior (enemies or npc) will fall unnecessarily.

    Also currently angle only changes in one way. I may be missing something, but rotation on all three axises would also be super helpful.

    Not related to 3d. I'd love to see the array an action to load from csv via Ajax. Rex has a plugin, but it stopped working at some point.

    If this is in the wrong section I'm sorry

  • Awesome! the update works! Thanks so much :D