lamar's Forum Posts

  • Here is a CAPX using 3 sprites as touch controls showing how to do it with continuous touch drag:

    https://www.dropbox.com/s/dr7susdzqyatyg4/Sound%20Touch%20Control.capx?dl=0

    I may have a use for that later!

  • They would have to upload the music to some website file you have set up and then call it by URL but by the time that is uploaded your users have probably lost interest in playing the game so I would avoid that.

    You can give users several music styles to choose from and let them rotate through the choices.

  • Are you trying to record in live time to C2?

    You can use file URLs but I don't see that working in live time recording.

    This tutorial might help:

    https://www.scirra.com/tutorials/1232/mixing-the-file-chooser-and-video-plugins-construct-2-music-player

  • > Destroy them on start of layout then create them when you need them. If they are outside the layout but then destroyed then they are loaded in memory and any lag is avoided.

    >

    Okay, that will work.. quite a "brutal" method and somehow rough around the edges, I would have guessed that Construct has a method to handle objects which are needed later on in the game a more elegant way, but doesn't seem so.

    Thanks for your help!

    you can destroy them or use their settings to set them disabled.

    If it is a bullet I destroy it and create when needed. For buttons and other objects I use disabled and enable as needed. I set all my buttons on the layout and make them visible and enabled as needed.

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  • Easier way to do this is using the "Is touching" and "Is in touch" conditions.

    I think he wants the user to drag continuously changing the sounds?

  • The problem is if you set something to play while you are touching the screen it will be triggered over and over as long as you touch the screen until you crash the sound card.

    You need a more specific trigger and a way to stop that sound after it has played.

    You could use a Y and X variable on the touch control for that trigger and I would check the acceleration of the drag. Keep the sounds short and add an auto stop so they don't overlap.

    On Y > 100: Play sound

    and X > 100

    and Touchacceleration >50

    On Y < 100: Stop all sound

    Or X < 100

    and Touchacceleration <50

    Every 3 seconds: Stop all sound

    Something like that.

    You could also use blank sprites as trigger points on your screen that when the user slides across changes the sound being played.

    Here is a CAPX for a continuous drag to change sounds using sprites:

    https://www.dropbox.com/s/dr7susdzqyatyg4/Sound%20Touch%20Control.capx?dl=0

  • There are a few ways to do it.

    The easiest is to create a sprite with maybe 10 animations that show the bar growing until it is filled.

    When points reach a certain level the next animation is played and so on until the points reach the desired level and the sprite is filled.

    Global variable Score=0

    On Score = 100 set ScoreBar animation to Bar1

    Set ScoreText =Score

    On Score = 200 set ScoreBar animation to Bar2

    Set ScoreText =Score

  • You can have them move the game pad and register that in a variable for each direction and button and then use that variable to simulate movement.

  • lamar

    There you go,

    The issue is exacerbated by the floating stick as it maintains the small resolution.

    use only with touch as mouse has more resolution it seems.

    the limited angles are really apparent when moving around slowly......

    https://www.scirra.com/arcade/other-games/test-touch-resolutions-15558

    so.... just make the throw larger it seems will make things better but a large floating touch feels really bad.

    I might return to a fixed one with a large dead zone to avoid small throws........

    Yup pretty obvious loss of angles with the smaller throw.

    I think the feel is about right at 1/2 inch to a little wider from the center point and that seems to cover the angles well.

  • Looks like it worked.

    I added a Function and related all of the upgrade options with Global Variables and just called the Function when i wanted to fire a weapon. Thanks!

    Right on!

  • Oh wow, thank you so much Lamar! I had tried that before, but had used revolute joints and/or pins to connect the rope together. But your distance joint is so much more stable. This is pretty much exactly what I was looking for.

    You're an absolute legend, Lamar. Thanks a bunch.

    Well I am glad it will work for you!

    I hope we get to see your game when you get it finished. I love to whack a Pinata!

  • Can you use dashes or periods for separation?

  • Well congrats on the game!

    I am surprised they let that through as it sure looks like a Mario clone?

    Hope you don't run into legal issues.

  • Hehe nice!! ^_^

    So basically when inventory is ''off'' you set the layer to invisible and pause it? Then when its ''on'' you pause the game and make the inventory layer visible ?

    There are a few ways to do it and that is one. I make it visible on call or you can even do it in a separate layout.

  • I seem to have fixed it by resetting the "fullscreen in browser" setting. I scrolled through all of them, and ended up on the same one. But now there's no whitebar. Thanks for your time lamar, I appreciate it.

    No problem and glad you got it fixed. Now I know what to do if that happens to me lol!