Laurent's Forum Posts

  • I actually gave it a try with family, but when destroy action occurs, every instance in family is also destroyed :/

  • I make a simple game with colored balls falling from the top of the screen. When a red ball collides with another red ball, a green ball is created right in the middle of the segments connecting the two red balls centres and both red balls are destroyed.

    Logic is not a problem, I'm just looking for a method to get red ball's (0) and Red ball's (1) instances coordinates in order to calculate the green ball's coordinates.

    Green.X=abs(Red.X(0)-Red.X(1))/2

    Green.Y=abs(Red.Y(0)-Red.Y(1))/2

  • > Chadori how about this problem?

    > could not find included file '/Pods-GameName.debug.xcconfig'

    Click the link below to visit the page with steps to fix.

    https://github.com/Scirra/Construct-bugs/issues/6934#:~:text=Steps%20to%20fix,now%20be%20successful%3A

    Here are the steps:

    1. Open the terminal
    2. cd to directory of the Xcode workspace folder.
    3. Type in pod install
    4. Relaunch Xcode and reopen the workspace, then click the play button. The build will now be successful.

    Hello

    I'm very interested in your solution but when I type 'pod install' in the Terminal, answer is 'command not found'. Did I miss something ?

    I'm quite a newbie in using terminal and maybe a complete walkthrough made for beginners would be very useful.

    thanks !

  • Looking for a good way to display dialogs line in many parts fitting the dialog box, I stumbled upon this interesting approach. Point is that it doesn't seem complete and has a bug since there is now function to indicate the dialog has been fullys displayed.

    If you look carefully in the debugger, you'll see that 'curTokenIndex' variable still continues to roll after whole text has been displayed.

    I tried to correct this but couldn't manage to find a solution.

    Any one could help ?

    thanks in advance

    dropbox.com/scl/fi/3po2s22yi4azgwgdsgryi/typewriteOverflowExample.c3p

  • Thanks for your replies !

    I'm sure there's a way to have it without using tags in the text.

    I just found this that looks awesome but there seems to lack a test at the end to stop the process when full text has been displayed (look in debugger curTokenIndex variable still rolling after whole text has been displayed).

    https://www.dropbox.com/scl/fi/3po2s22yi4azgwgdsgryi/typewriteOverflowExample.c3p?rlkey=9rbw8g5b6mmi707dhfvuy604z&dl=0

  • In my game, I ve a dialog display system showing the text in a box that contains 3 lines. Text to display maybe more and I'd like display part after part when space bar is pressed.

    I've made a test offsetting the text when bar is presse but it doesn't work (overflow text is not displayed).

    I'm not looking for a visual scroll system, just a system showing the first part of the text, then erase text box and fill it with the rest of the text.

    Here's a simple design

    and here my attempt code

    https://www.dropbox.com/scl/fi/onn4rqfe4mepzc87ckp0n/ScrollText.c3p?rlkey=r6cn2nzifjvr05ok5ea9h2hvv&dl=0

    Tagged:

  • Wow ! Thank you very much !

    Another question : I'd like to insert a "tick" noise, like in a safe knob' everytime wheel rotates. How can I do that ?

    SOLVED

    OK, I did it. In the 'every tick" group, I added a variable and gave this variable the current wheel angle value before the Wheel angle is rounded. Then I add a block comparing this variable with the Wheel angle and play a sound when values differ.

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  • In a project, the player can use drag and drop to rotate wheels on screen to make combinations.

    There's a graduated circle around the wheel with graduation every 10°. Instead of a fluid rotation, I'd like to constrain rotation to steps of 10°, ie wheel's angle should be a multiple of 10. Here's the link to the project to help :

    dropbox.com/scl/fi/a4srr9gvq4f4qni8j4dw3/RotatingWheel.c3p

    Tagged:

  • LaurentYes, here: editor.construct.net/beta

    Thank you ! I understand better

  • This is a very interesting conversation you have here and it is very technical, a level I haven't reached yet. So far, I have issues figuring out how the flowchart can be used and be useful. Is there an example c3p file somewhere ?

  • Use a calculator:

    (mouse coordinates-tilemap position)/tile size

    Sounds a good workaround :)

    Adding a feature in construct to help with this would be a good idea, Ashley

  • Question for editor mode.

    I have laid a tilemap (150x150 tiles)and would like to know the coordinates (in number of tiles coordinate) of a specific tile. how can I know that ?

    For pixel coordinates, there's a inspector giving real time mouse coordinate on the layout. Is there something similar for tile map ?

    Tagged:

  • I would drop an invisible rectangle sprite A on the layout, generate random X and Y coordinates so that

    x=(layoutWidth/2)+round(random((layoutWidth*-1),layoutWidth))

    y=(layoutheight/2)+round(random((layoutheight*-1),layoutheight))

    Create sprite where location (x,y) doesn't overlap sprite A

  • You may be changing speeds too abruptly.

    If you do it with "lerp", it will be softer.

    Thank you ! It is actually well better ! Would you have a sound to advise to use to match the sound of paper sliding on wood ?

  • Hello,

    In my game, player can drag objets (paper leaves on a wooden desk) on scree. I'd like to add sound to the movement and this song speed will be related to object drag speed.

    I made a test file that works not so badly except sound play is a bit erratic. I tried with ponctual and continuous sounds (both are in the project).

    Any idea I could render this a bit more realistic (remember its all about paper being dragged upon a wooden desk).

    https://www.dropbox.com/scl/fi/cpzsa4i96y077bsei9avo/Test-Drag-Sound.c3p?rlkey=u82ojllmdrxg8uk846uzn71cz&dl=0

    Tagged: