LaDestitute's Forum Posts

  • Credit goes to 7soul for the original capx, just slightly tweaking as of now to be more Zelda like a bit. Just have to figure out how to get the hearts to drop one row once you get 11 hearts or more.

  • Try changing the collision map, so it only covers a portion of the whole sprite (i.e, leave the top blank)

  • Capx

    (if you look at the heart object, it does already have an animation for half-hearts)

    I'm working on a Zelda-style health system (hearts) and I have it nearly working, such as setting max rows, dropping to y height (for a new row), properly removing and adding hearts, etc but one problem: I'm trying to wrap my head around on how to add half hearts, but I'm having difficulty finding a system that works or that doesn't have bugs in it. I've tried pick from top/bottom but I can't figure out how to tell C2 to move onto the next leftmost heart without it just not doing anything after depleting the rightmost heart to empty. I've tried instance variables to set individual heart health too, but I feel dumb since I got stuck there too. I mean, I know how to use instance variables to make the transitions work ,but no luck moving to the next rightmost heart after one is "empty".

  • Yeah, I had told you I fixed it for you. I actually haven't sent it to you, as for what you mean. I've been holding onto it for a while. You're free to have the fixed one if you wish, though.

  • You know, I told you I fixed your issue but you never replied back. It seems odd to, especially when someone fixed an issue of yours for you. It's like being given a cake and not even eating it. Anyway, if you still want the capx, I'll link you to it, but it's taking too much room in dropbox as it stands.

  • When you spawn an object (either from another or in create object via system), you can set their spawn X/Y.

  • Thank you, man, and good luck with your project, I'm eager to see more.

  • > dropbox.com/s/av6kbtg32idgj7u/typewriterprogression.capx

    >

    > While I don't know how spritefont+ works, this should give you an idea for how to continue.

    >

    > I highly recommend using a project file to handle your text like I have done - load it in with AJAX. Working with significant amounts of text within C2 is a pretty miserable experience.

    >

    Sprite font plus works just like sprite font.

    I'm on my way to bed but I'll check out your example when I wake up.

    I would second having some external means to store text, so you can pull it dynamically based on scenario/object/etc.

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  • I might have a couple examples for you, but how are you actually loading the text? As in, if not from internal system actions (i.e, "set text"), such as a dictionary, .txt file, or array.

  • You're better off asking here, as this topic is off-topic given the intent of this sub-forum:

  • Did you not see the capx I just posted? I fixed it completely for you.

  • This isn't really the right place to ask that, as I don't think that has anything to directly do with Construct 2, in terms of actually using the program.

  • Yeah, signaljacker is correct.

    https://dl.dropboxusercontent.com/u/589 ... Array.capx

    Fixed (ps, had to shrink your array size to get this to prevent it from going offscreen)

  • Can we please see a capx?

  • It seems pretty obvious, but 64-bit NW is intended for developing on a 64-bit system, while 32-bit NW is intended for developing on a 32-bit system.