Kyatric's Forum Posts

  • In "Move to Layer 2" replace 2 by "GUI" (caps and the quotes).

    Apparently it works.

    (with your previous capx version, remove your latest changes)

  • Send the capx rather than this tiny screenshot.

    There's no way to be able to tell what's going wrong with your setup with only this information.

  • The excel sheet is indeed a good analogy for 1D and 2D arrays.

    3D arrays are a bit trickier, as it is one dimension deeper ^^

    I must admit I rarely use 3D arrays, mostly 2Ds/1D.

    I guess this topic will join the other elements of the "Array" section in the how do I FAQ <img src="smileys/smiley1.gif" border="0" align="middle">

    EDIT: Also still in the how do I FAQ I had made this mini RPG example using leveling and arrays with full comments.

    When searching use the forum search and be sure to check the how do I FAQ.

    There are examples all over the forum/site for you to check out, but YOU have to look in the right place.

  • On drop, set the little tree sprite to be on layer GUI, it has to be on the same layer as the UI.

  • You don't connect an array with sprites or windows.

    As I said it is a memory structure, it is a non world plugin (meaning you don't see instance to it in the project like the mouse plugin for example) that contains values.

    Where those values come from and where to attribute them is up to you.

    The width/height/depth have nothing to see with the visual plan (window/layout/whatever), it is just the "size" of the array.

    An array of 5 width will contains elements from Array.at(0) to Array.at(4) (arrays index are 0 based, 5 elements have index 0, 1, 2, 3, 4)

    An array of 2 width, 3 height will have those coordinates/cells available to store/provide values :

    Array(X, Y)

    Array.at(0, 0)

    Array.at(0, 1)

    Array.at(0, 2)

    Array.at(1, 0)

    Array.at(1, 1)

    Array.at(1, 2)

    Check the 2nd part of the tutorial linked above (after the loop, the author speaks about the arrays with nice comprehensive illustrations)

    You can have several instances of the same array and you can have different object type arrays (for example, one array for your characters, one array for the NPCs, one array containing the dialogs of the game, etc...)

    Just have a look at the links and take the time to assimilate them and understand the tools provided by the array.

    It requires a bit of abstractive thinking, but once you get used to it, you're good to go.

    EDIT: Have a look at this other commented capx which show you how to create instances of a sprite and attribute its instance variables values according to the values stored in an array (and shows also a lot of picking).

  • Be sure also to have a play with the available themes in the ribbon.

    This reminds me of a post with a similar issue posted a while ago, saying that when he clicked C2 top bar, the status bar underneath it took the action instead.

    It was also an issue with the way the window covers the screen.

  • This tutorial will give you an oversight of what arrays are.

    oncrete commented example of use of arrays - LINK

    From the how do I FAQ section "Arrays" that you should really check each time you make a search since it contains lots of answers to the frequently asked questions like those, the capx in the topic will show you how to properly use an array, hopefuly in a comprehensive way.

    Also be sure to check the manual article about arrays.

    An array is a structure in memory that allows you to keep values.

    Contrary to a global or local variable which can hold only one value of one defined type at a time (number or text), an array is composed of cells, each one of which can hold values of wether type.

    Those cells can also contain a dimension of the array.

    Width is the X size/index, Y the Height and Z the depth.

    Those are the coordinates of the cell in a 1D (only X), 2D (X, Y) or 3D (X, Y, Z) array.

    This means that a cell from index X = 0 can contain more than one cell at Y and Z. (Check the tutorial again as well as high school mathematical notions)

    An array makes it also easier to access/manage/loop through the cells

    Hope this helps you figuring out a bit more the use of arrays.

  • Yes you are I think, as this was modified in the past after a request from the community.

    People were thinking that creating multiple objects is just a bad idea and that you should use only a limited number of object types for a great number of instances. Hence import drag/dropped multiple frames to a single animation and not several new objects.

  • No capx, no way to see what's going wrong.

    You're the only one to report such a problem, I'd think it is an issue on your end (a wrong c2 installation, graphic card drivers/browsers which are not up to date, Go to "Layout2" when the layout is actualy called "Layout 2",...)

    Who knows ? ^^

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  • Instead of touching the physics, half the timescale for the duration of the shoot.

    It will give a slowdown effect by slowing stretching up the time in your game, should do the trick.

    Also, gravity might have an effect on the speed of your cannon ball, but it will surely have some effect on the trajectory too.

  • This tutorial describe the process of exporting C2 projects to native apps (to blackberry amongst other supports) with phonegap.

    What johnnySix said is true though, if you buy and intend to use Construct 2 you will need a windows OS as there is no mac version of C2's IDE. (so you'll still need to buy parallel or whatever virtual machine and the OS itself + C2)

    Exporting to appmobi is also supported by C2, have a search on the forum for the appmobi keyword and you should find a fair share of topics about it that hopefuly should answer some of your questions.

    An improvement on exported appmobi performances app is in progress and should be implemented in future releases of C2. No timeframe is set though as it depends on the time the appmobi's team makes the improvement/technology available.

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  • Link to capx returns a 404 error.