LittleStain's Forum Posts

  • Although I'm pretty sure you aren't using the smartest way to get to where you want to be the easiest way to do this in the way you've set things up would be:

    set text : choose(text1,text2,text3)

    You might want to take a look at the dictionary object, the array object, things like the expression tokenat() and other text expressions, though if you are going to have that much changeing text in your project, though..

  • I'm not sure if this is what you want, but it works for what you had set up..

    You are using both scale rate and set scale, so double tap will change the scale rate, rather than resetting the scale..

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

  • Although I'm not sure why you use lerp for this and why you let it go on for so long when after 0.99 the difference isn't even visible anymore,

    It's always possible to get vectorX and vectorY from the physics behaviour and move the object by that many pixels in the x and y direction while the scale is changing..

  • Menu_small.Opacity will give you the value of the current opacity of the object Menu_small..

    Adding a dot behind it does nothing..

    I guess what you are trying to do is

    every tick set menu_small opacity to: lerp(Menu_small.opacity,100,0.2)

    so the first value is the current opacity, the second value is the number you want to get to and 0.2 is the amount it will shift between the two..

    This works because every tick the current opacity is changed to a number closer to 100..

    so tick 1 Menu_small.opacity = 0

    lerp(Menu_small.opacity,100,0.2) value is 0+(100-0)*0.2= 20

    so tick 2 Menu_small.opacity = 20

    lerp(Menu_small.opacity,100,0.2) value is 20+(100-20)*0.2= 36

    so tick 3 Menu_small.opacity = 36

    lerp(Menu_small.opacity,100,0.2) value is 36+(100-36)*0.2= 48.8

    so tick 4 Menu_small.opacity = 48.8

    lerp(Menu_small.opacity,100,0.2) value is 48.8+(100-48,8)*0.2= 59.04

    etcetera..

  • In the autorunner example changing the speed can be achieved by changing the bullet-speed of the block-objects..

    Create a new global variable BlockSpeed and set it to 300

    Player on collison with whatever

    system set variable BlockSpeed to 200

    Block set bullet speed to BlockSpeed

    add a new event

    Block on created

    Block set bullet speed to BlockSpeed

    You should probably also add an event to set the player platform MaxSpeed to BlockSpeed

  • For the 5 seconds question:

    Add an instance variable boolean SpeedAdjust and a timer behaviour to your player:

    on collision

    player set timer "Bumped" for 5 seconds

    player set boolean SpeedAdjust to true

    Player is boolean Speedajust true

    Player set maximum speed

    Player on timer "Bumped"

    player set boolean Speedadjust to false

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  • Either use a "system every x seconds" expression and set it's value to random(1.5, 2.5)

    or use the timer behaviour and start the timer at any time you'd like and set it for random(1.5, 2.5) seconds..

  • An array has got nothing to do with the size of a background, so I'm lost at what you mean..,

    To make an inventory first you'd have to have that information somewhere..

    An array is one way, another could be the dictionary object or using global variables.

    It all depends on your personal needs..

    Your capx is kind of not usefull at all for it only shows a black square, has no reference to any inventory items and no direct lead on how you would like to display those items..

  • One way:

    two variables, let's call them TallyUp and Score

    -System compare variable Tallyup is not equal to score

    -System every 0.2 seconds

    system add 1 to TallyUp

    Text set text : "Score = "&Tallyup

  • > How so?

    >

    well it simply does not work, it should do the same has when i press f11 but nothing happens, that capx you sent me also doesnt open fullscreen.

    For me it opens fullscreen..

    On what browser are you testing it?

  • Did you follow this tutorial?

    https://www.scirra.com/tutorials/915/mu ... ame/page-1

    on page 4 it handles syncing instance variables:

    https://www.scirra.com/tutorials/915/mu ... ame/page-4

  • without seeing your events it's very hard to answer that question..

    Are you referencing the objects in the event?

  • Well right now the playback plays when not recording..

    So instead of that event add other conditions, like on key press or on collision with start..

    You might want to add another condition so that when replay is playing recording is not happening..

    Some other changes you've made aren't really that easy to fix..

    I'm not really sure why you have created the ghost car, instead of doing it the way it was in the original capx..

  • I've never published a facebook game, so I can't help, but I don't think anyone else can without seeing your events, because there's probably something wrong in them..

    "or is the option "send to mobile" all that can normally be seen?"

    Where and when are you seeing this?