Kyatric's Forum Posts

  • You have Scirra's arcade, kongregate and ultimately your own website as well as dropbox (alternate reading)

    EDIT: PM's don't allow to add files. Upload it on dropbox and copy the public link in your PM.

  • BiioHaazard: Maybe, but that's truely a big maybe.

    For now, it's not possible.

    Once an EDK (exporter development kit) is done (when/if done according to the "future plans" part of this blog article) someone might be able to do a swf exporter, but that's quite a lot of "if".

    So you might be able, at some point in the future, but there's nothing sure about it.

  • Here's the "fixed" version (at least you can open it in C2) (still uploading on time of post, if it doesn't work right away, try waiting a bit and downloading it later)

    Apparently, you have instance variables using the very same name as your object. Also the instance variable's name start with a number (20feet, 40feet).

    Strange thing is: to correct, I modified the name of the instance variable in the xml file (changed it to simply "feet") but once opened in C2, the IV name still appears as the original (20feet, 40feet) and has no value anymore.

    I suggest you to modify the instance variable name to simply feet, the value allowing you to know what number of feet you're currently in.

    This is just a fix so that you can still work with your project, there's something strange going on there anyway, I guess Ashley will have a look at it at some point.

  • You have several solutions :

    A/ Wait for the family features that should be in r75 (or a next release)

    B/ Make your enemy a single object with several frames/animations. Then depending on the animation playing (Sprite condition "is playing") you set a different bunch of actions.

    This solution works as you only create one event "on collision" and then have different subevents according to the enemy type you're dealing with.

  • The last bit of intel on this matter was the roadmap for the winter blog article.

    But as you can read, most of what was planned has already been added to C2. Just keep an eye out for another blog article in the same vein.

  • And if you really need it you can always reset Construct2 Preferences - LINK

  • Extract from the how do I FAQ

    Wrapping an exported project into .exe - LINK

    There's been this wrapper around that apparently worked for quite some time already.

  • Extract from the how do I FAQ

    Picking/selecting instance(s)

        Picking separate instances from a same object - LINK

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  • There have been similar issues, but a long time ago. I thought that since the tiledbackground had been "fixed" and this error ironed out.

    Anyway, try setting "Pixel rounding" in the project property to on, and be sure to be up to date in C2's releases (current version r74) and up to date with your graphic card drivers too.

  • Once again it has to see with how events work

    From what you show, every tick, a condition is checked to see if LayoutName is "Layout1". So every tick that this condition is true, the "loop-intro" is set to play (from start).

    Try to put this event as a subevent of "Start of layout", this should only execute once.

    Also by default the name of the layout is "Layout 1" (notice the space ?) not "Layout1". If you compare to a wrong value, it won't work.

  • <img src="smileys/smiley4.gif" border="0" align="middle">

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    ^^

  • Indeed inkBot, this happened a few days ago apparently, and since new posts get notified by an icon only if the post is made while you're connected to the website.

    To "workaround", click the link "New posts in the top bar while in the forum and select the correct time in the dropdown next to "Show Topics".

    It works for me so far and helps to keep an eye on new posts I may have missed.

  • "Pick nearest" is a common condition.

    You select the object type ("Grid" here I guess) and input the position you want to test (here mouse.x and mouse.y).

    This will pick the nearest instance of the Grid object to your mouse cursor.

    For drag/drop mechanics I suggest you to check the how do I FAQ, I think there are a few examples of drag/drop listed in there.

    The "snap to grid" effect is achieved when you drop an object by spawning it in the middle of the current cell instead of the mouse position where it was droped.

    It depends a great deal on how you setup your grid.

  • Awesome !

    Congrats on a big job well done ASHLEY.

  • It slipped down a few pages.

    I'll sticky it so it stays on the first page. No biggie <img src="smileys/smiley1.gif" border="0" align="middle" />