kittiewan's Forum Posts

  • Are you using the bullet behavior for anything other than crawling up the screen?

    If not, you can just decrease char's y every tick instead of using the bullet behavior.

    System -> Every Tick      char set y=self.y - 1

    To make char move faster subtract a bigger number; to make it slower subtrace a smaller number.

  • If you change the order of the two sub-event conditions it works.

    The problem you have is that when char's X=60 clicking on the right arrow moves char to x=160, but then, surprise! The next condition is true too, so char is immediately going to 260.

    By changing the order if char's x=60, the condition of the first sub-event isn't true, so it goes to the second sub-event and moves char to x=160 and then exits the event.

  • In the Projects panel click on the name of your project (at the very top of the tree.) This brings up the project properties in the Properties panel. Then change the First layout to the layout you want to be first.

    (Alternatively you can click on the layout to bring up the layout properties and toward the bottom of the Property panel you'll see a link to the project settings where you can change the first layout.)

  • I don't see where you are setting the player animation to "Climb" anywhere. Did you delete it from event where the player is overlapping lader_climb? (I would think it would come right before or after the setting X action.

    Anyway, here is a sample that I was playing around with. When the player overlaps the ladder the platform behavior is disabled and he starts climbing. When Space is pressed if the player is climbing then the platform behavior is enabled and climbing is turned off. So there is no dismount area. The player can dismount anytime and suffer the consequences. But it does stay put on the ladder.

    ClimbingTest.capx

    Note if player is red default animation is playing, if purple climb animation is playing.

    EDIT:This was created with R83, so you would need to update C2 if you haven't already. Here are my events:

    <img src="http://dl.dropbox.com/u/57899112/ClimbTestEvents.PNG" border="0">

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  • Any way you can post a capx with the problem? I'm having to recreate your logic which is partially missing... I'm wondering if it is a problem with how your are nesting (or rather not nesting) your logic. But it is strange that it appears to work in one case but not in the other.

  • Yeah, I ran into that problem too with my memory match tutorial example. Hopefully they'll soon decide R83 is stable and make it a general release.

  • Thanks! I'm redoing the tutorial using R83 so it shows the new icons. Hopefully part 1 will be up today along with the completed capx.

  • At some point I hope to have a complete framework with splash screens, menu, options, high score, the works. This is the first (and hardest) part.

    The change that has to be made to have different number of cards is to fix one place where I missed replacing a hard-coded value. In the second event under "SHUFFLE" THE CARDS there are two lines that include the expression

    int(random(0,24))

    Change the expression to

    int(random(0,gNumberCards))

    in both places.

  • To start with you would change the initial value for the global variables gNumberCards, gNumberRows and gNumberColumns. That would make the new tableau size appear correctly.

    But you would also have to make some other changes to make the cards shuffle properly. I'll get back to you on those.

    I plan to make a second tutorial covering those changes, but I won't make you wait for that.

  • Since the graphics for the C2 interface have changed as of R83 I want to redo the tutorial, so it will take a few more days to get it up. However I've posted the finished game in the arcade under Examples. And you'll find the commented capx (less music and sound FX for now) here:

    MemMatchTutComplete_NoSound.capx

  • Thanks Stephen. Actually this was more of a licensing question. I'm going to let people have the capx, but depending on the answer I'll either rip out the music and sound effects (leaving comments where they go) or give them the whole thing finished.

  • Copy/paste works, even between different projects if you are careful to copy in the globals first and then the events that reference them. (Not sure about moving both together.)

    EDIT: You also need to have created all of the other objects/assets referenced in the events or you'll get errors telling you you cannot paste because something is missing. This includes instance variables created on objects.

    BTW, if you don't find Paste in the context menu when you right click on an event sheet, don't forget Paste on the toolbar.

  • I'm finishing up a tutorial that uses 3 sound FX and 1 music piece from the free bundle. I intend to provide a finished capx with the tutorial.

    My question is can I include the sounds in this finished example? If so, what do you want the me to say in the tutorial about using them?

    I know they are only intended for use in the creation of C2 games, but is there some wording to that effect that you want me to include?

  • Thanks for the input. However, these are standard plugins that ship with C2 -- text and sprite.

    I think it is intended for this to not be allowed. There just isn't a check to prevent it at this point. It isn't anything urgent. I was just documenting a problem to be fixed at some time, either by allowing multiple object types or preventing multiple object types.

  • I should have it up today. Everything works, but I'm just running through the steps a few more times. I have to take dear old Dad to some appointments. This family stuff really eats into game fun, but I'm very lucky to have him, so I shouldn't complain.