LittleStain's Forum Posts

  • Ok..

    Good luck..

    I guess setting a global variable LayoutHistory on start of layout would work, just set it to : Layouthistory&";"&LayoutName

    then using tokencount(LayoutHistory,";") to get the number of layouts in the history..

    etcetera..

  • Create a global variable LastLayout

    before going to a new layout set the variable to the name of the current layout.

    to return to the last layout all you'd have to do is use the system goto layout by name : LastLayout

    Which is what deathangel1479 tried to explain in his second example..

  • This capx shows a possible solution..

    https://dl.dropboxusercontent.com/u/485 ... roved.capx

  • Your main issue is having the 8-direction behaviour and not using it..

    You tell mapchar to move 1 pixel in the direction of touch, which it does, only to be pushed back by the 8-direction-behaviour..

    so the jittering is the moving 1 pixel and being pushed back outside the solid..

    The problem with the collision being "too high" is that it's not..

    MapChar is setting it's angle, while characteranimations isn't, so mapchar is colliding (rotated), while characteranimations is still pinned to the center (not rotated), so it looks like CharacterAnimations is way off from the collission..

  • I don't understand the question, sorry..

    A for loop is done in 1 tick, so I'm not sure how you would use this for movement..

    Isn't one of the many build in movement behaviours suitable for what you want to achieve?

  • Mind sharing your capx, so we could take a look?

    Sounds like collision-polygon-problems (Is the sprite animated?)

    What does this mean?

    "Is in Touch|Set Angle Towards, Move Toward 1 Pixel. Move betwen angles"

  • Oh! ok...

    So many tutos are obsolete then :/

    Thank you for this info LittleStain!

    Yeah, a lot of tutorials need to be adjusted..

  • easiest way is to add timer behaviour to something on the layout..

    on upgrade clicked

    set timer "Upgrade" for 1 second

    on timer "Upgrade"

    add 1 to variable

    set timer "Upgrade for 1 second..

    And maybe checking if upgrade is selected to stop the timer if not..

  • Webstorage is depricated, local storage has replaced it..

  • What is the part you have difficulty with?

    Selecting the upgrade?

    Adding to a variable?

    Adding a timer?

  • Something like this?

    http://3030.ca/swipe6/

    Comes from this topic I found while using the search on this forum with the words "swipe scroll"

    viewtopic.php?f=147&t=103548&p=843206&hilit=swipe+scroll#p843206

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi Stain, thanks for your fast response!

    Sorry but I still don`t get it, part of my brain is fried right now. Can you explain it once again, please?

    That would be quite useless, for the explanation would be the same..

    the clamp expression keeps the value of the variable PowerOfShot between a maximum and a minimum..

    by dividing the variable PowerOfShot with the maximum power you get a number between 0 and 1, when you multiply this by 24 you get a number between 0 and 24, by rounding it it will be an integer instead of a float and the frame can be set..

  • > I can't open your html file, but if you explain a little better what it is you'd exactly like, I might be able to help..

    >

    just download it and right click > open with > Google Chrome or what ever do you have

    No, thanks..

    I'd rather just hear a better explanation, but good luck!

  • I'm not sure what you are trying to do here, but if you want to set a tile of the ore tile, you should use ore tile set tile..

    You can call the tiles from ore tile through the expressions like you use for maintile in the above example..