keepee's Forum Posts

  • hey, this might help

    https://dl.dropboxusercontent.com/u/53374990/Forum/fans.capx

    click fans to toggle them on/off..

    the fans force is stronger the closer the object is.. If you don't want that, lose the calculations and just apply F

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/53374990/Forum/bugs/EventShortcuts.capx

    these are all somewhat related so i hope you don't mind me putting them in one post

    The .capx is annotated, so skip this and read it there.

    1. With blank condition space selected, pressing right will not select the events actions

    2. having multiple events or comments selected prevents all arrow key navigation

    3. pressing C to create a condition, places it at the bottom of the conditions list, instead of at the selection highlight. Same goes for actions and pasting.

    4. up/down navigation still selects events that are omitted by search.

    5. pressing ctrl+f expands ribbon even if search box is placed on quick access bar.

    Operating system & service pack:

    win 7

    Construct 2 version:

        151

  • cheers legend, one more post coming

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  • Do you mean a mini-map like in RTS/Moba games or do you mean a completely separate large-scale screen like in 'Grand strategy' games.. or do you mean where the whole game is played like in Civilisation?

    either way you should be more specific...

  • Families, bro.

    Check out the manual page on them, it will explain better than me

    but in short:

    If you create the family 'tower', and give it some variables, all the objects you put into 'tower' will inherit that family's variables.

    You can then refer to the family 'tower' in the events sheet like it was any other object.

  • if you do mouse.x("layername"), it returns the right x on that layer, regardless of zoom.

    also the max() expression returns the highest number entered.. you can use it instead of the subevents regarding the edge boundary..

    max( mouse.x("layername"), 0) will return 0 if mouse.x is below zero

    There's also min() and clamp() which have similar uses.

  • this'll occur in an empty file, just add sprite and second animation (can be blank)

    when you have multiple animations, the image editor reverts back to the first animation after the following:

    Steps to reproduce:

    1. Make any change to an animations image (or add a frame, but not duplicate or delete frame)

    2. select the floor fill tool (you dont have to make another change)

    3. select any other animation

    or

    1. rotate, resize or crop the first animation

    2. select any other animation

    i didn't test all possibilities, so there's probably other combinations, but these two seem to happen every time.

    it also happens when you create a new animation.

    Observed result:

    reverts back to the first animation

    Expected result:

    stay on the selected animation

    Operating system & service pack:

    win7

    Construct 2 version:

    r150

  • If you've made an interface layer (i'll call it UI) with parallax/scaling set to 0, you can use that to get the right mouse coordinates, and then compare that against the Border size/thickness

    Var: Border = 50

    If Mouse.x("UI") is greater than ViewportRight("UI")-Border --> scroll right

    If Mouse.x("UI") is less than ViewportLeft("UI")+Border --> Scroll left

    and do the same for Top and Bottom

    edit: ViewportLeft("UI") and ViewportTop("UI") should always be 0

    so you can do this instead:

    If Mouse.x("UI") is less than Border --> Scroll left

    There are other expressions to use instead of ones i've mentioned above, such as: WindowWidth, Mouse.AbsoluteX and CanvasWidth.. but I would avoid these because they can give different results depending on browser/device settings.

  • entirely physics based character animation is something that has yet to be accomplished in games apart from in the masterpieces that are Sumotori dreams and QWOP

  • short answer: use physics

    long answer: use phhhyyyyssssiiiiiccccssss

    alternatively you could use physics

  • it's not entirely clear what you're doing, so it could be a number of things.

    Although OR blocks have been changed quite a bit recently, sometimes being slow or not triggering properly. I've stopped using them for the time being.. it wouldn't hurt to see if that's what causing it.

    if there's a lot of actions that I don't want to be duplicated you can put them in a function, or just do this in place of the OR block:

    +local var: OR = 0

    +condition 1:   >set OR to 1

    +condition 2:   >set OR to 1

    +OR = 1        >actions

  • the max() expression returns the smallest value of any amount of numbers given

    so

    max(4,2,6)

    will return 2

    in your case you can do:

    set score to max(score,0)

    which means if score is below 0, it will just return 0

    min() works in the opposite way

    other related expressions are clamp() and abs(), you can find them with a description in the 'objects with expressions' window, in system.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/53374990/Forum/bugs/multiplyexposure.capx

    Steps to reproduce:

    1. give multiply and exposure effects to a layer (in that order)

    2. preview in chrome

    3.

    Observed result:

    Chrome displays an error message that reappears when you try to resize the window/zoom.

    after you click okay, the shaders are working fine.

    The message also only appears in preview mode.

    Expected result:

    Browsers affected:

    Chrome

    IE untested

    Operating system & service pack:

    win 7

    Construct 2 version:

        150

  • If you set the arrows angle directly underneath where the arrow is created, that should cause it to only affect that arrow.

  • andreyin

    sometimes toggling 1 and -1 is useful though, so I'll remember yours too

    yay learning