Kan's Forum Posts

  • metameta : I think it might have more to do with the angle position indeed.

    Unnatural20 : From what I could see, behaviours that are packed with Construct handle collision with solids differently than how you or I could handle it. So no, a platformer object standing on a solid is apparently not "overlapping" the solid (I had to use "overlap at offset" to check on which solid object my player was standing in a platformer game I made).

  • Hey there,

    One more of my simple problems : I can't find how to detect when the cursor leaves the game window.

    I tried checking the Mouse position according to a layer's Viewports, but it'll work only when the game has black bars on its side because it's rescaled. When the cursor is simply outside the game's area at all (for instance when it's over the elements of the debugger, or the caption of window, etc.), the Mouse coordinates are not detected anymore from what I can see in the debugger.

    (.capx file attached)

    Help?

  • You should read a bit about Instances : https://www.scirra.com/manual/71/instances

  • Or if you want to keep it the way you did it, just put all your solid objects into a family (which you could call "solids") and then add a second condition to your event to make sure that it runs only when your player isn't overlapping any object from the "solids" family.

    • Touch : is in touch
    • Player : isn't overlapping "solids"

    > Player : move forward 1 pixel

  • Is it an actual issue? When an object is destroyed (in this case when a ennemy dies), they shouldn't be supposed to come back all on their own, and especially not continue the actions they had started, right?

    If you want them to reappear somewhere after they died, maybe you should just add an event that re-creates them (which would normaly also reset them).

    Or is there something I didn't understand?

  • Nice! I was even able to make a Facebook app by embedding my game from BitBalloon! You basicaly just have to upload a .zip file containing all of your game's files, and then your game becomes a "website".

  • Hey there,

    well, I think the title says it all; it'd be great if we could retrieve the parameters (RGB) of a Text object's color.

    It would be useful when you want to change the Text's color when the cursor is hovering it, then change the color back to normal when the cursor's not hovering it for instance. Also could be useful if you want to store the current Text's color into variables.

    I'm aware this isn't a priority and that everybody can live without it except maybe in certain rare cases. But I feel like it wouldn't be too hard to implement since we can already change a Text object's color...

    Thanks for reading!

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  • Maybe you should upload your .capx file here so we can see your problem for ourselves (use the "Full editor" button below to upload a file).

  • I am really not familiar with Androit, but could it be that you're only playing for a few seconds every time and the game doesn't have time to fully download? Maybe then the memory size won't grow past the game's total size (which you said is 40mb)?

    Unless it's an app that's already fully downloaded into your phone...

  • You should upload the file to a post here instead of giving a link to the file (since you can apparently not post links to the forums yet cause you don't have enough "reputation points").

    Post here again, and use the "Full editor" button below, which will allow you to attach files directly to your forum post.

  • Works fine on my side, thanks! What about you, spacedoubt ?

  • Alright, thanks. I'm happy now I know those two things.

  • Is there also such an exception with the 'Wait' action?

  • I beg to differ. Sorry for bumping this not-so-old topic, but I see everywhere people saying that sub-events are run one after the other, which appears to be wrong. And I wish it'd be true, otherwise I wouldn't have all those problems...

    So far in my experience, sub-events will run one after the other only if every sub-event is a sub-event to the previous one. It won't work if they are all sub-events of one main event. And that's hard to deal with when using loops. The attached .capx file shows what I mean.

    If anyone knows how to overcome that, I'm all ears.

  • thatserafimkid : Seems to work fine now! Thanks a lot!

    I sometimes get lost when it comes to finding in what order to put instance-picking conditions and which ones to use.