Kyatric's Forum Posts

  • Welcome.

    I think you should try to describe a bit more what you are willing to do.

    "Bouncy jelly effect" is a bit vague.

    Is it only graphics ? Has it an impact on gameplay ?

    As I said, you should precise what you want to achieve in text/picture/video whatever will help us help you.

  • Any loop will run its full course in a single tick (discarding the action wait).

    What you could do would be to use global variable to keep the index you currently are (X and Y for the array), and in an event "Every 1 second" display the current value.

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  • Wronghands: thanks for the notice.

    Indeed it was a last second copy/paste.

    It should now be fixed in the zip.

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  • Congratulations <img src="smileys/smiley1.gif" border="0" align="middle" />

    Your event sheet won also a bit of clearness it seems. A few actions disappeared, that's always good <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It does.

    But the code has to be in "Start of layout" to work of course.

    As it is screenshoted, you go to a next layer, and keep executing actions on the previous layer/layout.

    The logic of execution is wrong, you should organize your code differently. Good luck ^^

  • 1) A layout is set to work with an event sheet. You can see in the layout properties the Event sheet property that allow you to chose the event sheet that will be executed for the current layout.

    If both layouts have the same event sheet, then you have set their event sheet property to use the same event sheet.

    Check it out because creating a layout without event sheet set this property to (none) by default.

    2) He has to update its browser and graphic card drivers.

    3 a) How to customize the exported html5 index.html

    3 b) Set unbounded scrolling to yes in the layout properties if you are using the fullscreen modes. Else it may indeed be a matter of HTML.

  • In the layout properties set unbounded scrolling to yes.

  • I kind of disagree a bit here.

    Remember, 10 Mb is already a lot to download on a little internet connexion. (mine for example => 60 Kb/Sec AT BEST)

    Such a game already takes quite some time for me to download. And often, when I want to test a game in the arcade, I don't want to have to wait 15 minutes for it.

    Also, more space doesn't mean more levels.

    You can very well reuse the same textures/objects and still provide long and interresting content.

    It's also part of a good coding practice to be able to reuse code and ressources at the maximum so that in the end the user is the winner (I'm provided with 10 levels, even if they use the same textures, but I only downloaded 1 set of textures once, quickly)

    I hope you see the point I'm trying to make here.

    Also, with image compression in C2 it is possible to stock a great deal of textures in 10 Mo.

    Finaly, it's not because you propose a 15 hours long game with full HD pictures switching at every level that it will be necessary a good experience for the user (keeping in mind the downloading factor from earlier for example)

    Space/size isn't really an issue here.

    Also remember it's 10 Mo ZIPPED.

    Even if you can't win much over already compressed files, it reduces the size of your event sheets/levels greatly.

  • This blog article will describe C2's architecture better than I could ever do.

    I hope it might be a useful read to you too.

  • At least this shows the button haven't simply disappeared, just their texture isn't displaying correctly.

    Check that your graphic card drivers are up to date, as well as your opengl drivers this might help.

  • Hello Iain.

    Quick practical answer:

    You'd have to launch your loop as a sub event of the "Key press" event.

    Now for a bit more explanation:

    It highly depends on the context and what you are trying to achieve.

    I'd suggest you to have a look at how events work if you're still (understandably) struggling with this concept.

    You can also check more about the loops in C2 as they are part of the system references.

    As I said earlier, it depends a lot on the context of what you are trying to do. If you could explain a bit more what is the purpose of your loop and even provide a Capx, it would help us help you ^^

    I hope the few manual articles already enlightened a bit your way though.

    As for functions. Tricky question again ^^

    There is no built-in way to reproduce functions as you know them in coding language.

    Nevertheless you can use groups act on their activeness and use Global variable as parameters.

    Another solution, closer to what you are used to, is to use the custom plugin function.

    Here, I hope this provides some answers already.

  • Such a feature would surely help organization of projects indeed.

    TBH, I don't know if I would use it much. But it wouldn't hurt having this option at disposal if needed and if it's not too much a pain to add.

    One thing I'd like to note there, I've noticed it a while ago but didn't took the time to report, you can't see the description for the variable in the Instance variable window columns (see Sully's screenshots, the last column is Initial value, not description)

    It would be a nice litlle add imo.

  • Finaly, it took less time than expected.

    Check the first post of the PathFinder Behavior topic to download the update for the PathFinder behavior that fixes discovered bugs and check the example of how to move objects with the pathfinder behavior in a few events.

    Proposed motion smooth and stepped.