Kyatric's Forum Posts

  • From the how do I FAQ

    layer (platformer behavior) push/pull a solid box - LINK

  • Mouse:on cursor over textbox
    Sprite: .level = textbox.level
    .. -> Sprite: set animation frame

    This picks the textbox and the according sprite.

  • Check again the How do I FAQ section "Picking".

    The topic about UID and the very last one listed should give you the answer you're looking for.

  • If you put the sgBullet2 action under the spawn sgBullet2 action and sgBullet3 action under the spawn sgBullet3 it should work better.

    Also you should spawn only sgBullet instances and change their angle.

    No need for two object types duplicates. (sgBullet2, sgBullet3)

    On left click
    -> Playershotgun Spawn sgBullet
    -> Playershotgun Spawn sgBullet
    -> sgBullet set angle player.angle - 35
    -> Playershotgun Spawn sgBullet
    -> sgBullet set angle player.angle + 35
    
  • Text

        "Typewriter" text effect - LINK

    RPG genre

        Visual Novel/Dialogues example - LINK

        A dialog system with answers - LINK

        Even more dialog systems - LINK

  • How do I FAQ

  • I don't think that modifying a key in your registry base has anything to do with the kind of C2 license you own.

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  • The image points dialog allow you to set the origin of Sprite object to wherever you want.

    For objects like tiledbackground, text or textbox there is already this option in the properties bar.

  • Have you tried uninstalling/reinstalling C2 (download it again, just to be sure) ?

  • Seeing your capx I don't understand what the problem is.

    I don't experiment a size decrease (and nowhere in the code is there such a thing anyway).

    Also it doesn't seem to stop in midair.

    Tested in chrome 16 and firefox 9.0.1.

    Could you please give more informations/details.

    Or maybe is it not the current capx you're experiencing trouble with ?

  • Hard to tell without a capx.

  • Whatever instance variable you feel like saving

  • C2 r76 64bits; Intel Core i5-2500K GHz (x4), 8 Go DDR3, NVIDIA GeForce GTX 560 Ti (driver 285.62), Win 7 Pro SP1

    Firefox 9.0.1; Chrome 16.0.912.63 m

    Repro capx

    Apparently, only the collision polygon of the first animation frame seems to be taken into account when physic is involved (click the button to cycle through the animations frames)

    Click sprite2 to spawn a ball

    Right click a ball to delete it (automaticly destroys outside of layout)

    Expected behavior: Each animation frame collision polygon is taken into account when the animation frame is changed

    Happening: Only the first animation frame's collision polygon is used.

    You can switch the order of the animation frames to check and confirm.

  • This is not a bug.

    When your mouse is over gotadagua, it is not over novojogo. So in the end it appears like the cursor isn't changed.

    Make a blank event (every tick) at first where you set the mouse to normal and keep the "mouse over" events.

    This way the cursor will be set to normal, unless it is over some object.

  • So first thing you're doing wrong : your file host ^^

    Really, prefer using dropbox, so that the users don't have 5 click and a captcha to answer, this is just bad.

    Then, you should use instances rather than showing/hiding your gui elements as you go by.

    For now you have three, but I bet you're aiming for "a big game" and you'll end up drown in thousands of such objects.

    Rather than Next, Next1, Next2, etc... use a single object and private instances to see where you're at.

    There are several dialog systems in the how do I FAQ

    dialog system with answers - LINK

    Visual Novel/Dialogues example - LINK

    I strongly suggest to check them out and find a way to implement/adapt them in your own game.

    It's not an easy task, but dialogs are a complex subject.

    Good luck <img src="smileys/smiley1.gif" border="0" align="middle">

    Edit: also I forgot, the current problem is because when you use the condition "click on Next" the click occurs when the mouse button is down.

    This makes the second sentence appear, but as you're still "clicking" for C2, it jumps to the third, and the next one...

    Checking the examples will allow you to wait for the user's action before displaying one sentence or another.