LittleStain's Forum Posts

  • The terrainGen.capx from this thread is pretty good..

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  • That's up to you..

    You could also attach this one to the game layout, but if moste events don't apply there's little use..

  • If you've read the tutorials on supporting multiple screen-sizes, you must have also read the pros and cons of each..

    Depending on how you have your game set up, you choose the "Fullscreen in Browser"-option that suits you best and make the nescessary adjustments to make it look the way you want..

  • Every layout has to have an event sheet attached..

    The event sheet tells the layout what to do..

    https://www.scirra.com/manual/121/event-sheets

    Events which are exclusive for layout one can be kept on an event sheet attached to layout one..

    Events which are exclusive for layout two can be kept on an event sheet attached to layout two..

    If you click on the layout in the projects bar on the right, you'll see it's properties on the left..

    One of the properties is : Event sheet

    This is where you can tell C2 which event sheet it should use for this layout.

    (Normally C2 asks if it should attach a new event sheet when creating a new layout)

  • So this event sheet is also attached to the game layout?

  • Oh, you are using all different buttons..

    Scrap my previous remark..

    I don't see the car in your screenshot of the menu and I only see three buttons?

  • I see you are working with a lot of buttons, but in event 1, 2 and 3 you are not saying which button you mean when setting it enabled/disabled..

    You should make a reference to the button, so the program knows which one to perform the action on..

  • I would highly recommend to use "Tint" effect for purpose such as this.

    Using the "Tint" effect is probably far more cpu intensive then just changing a frame..

  • Is your animation set to speed 0?

    Is there more than 1 sprite4?

    Are there any other events that could be conflicting?

    There should be no difference between the sprite having car-behaviour or not..

  • You could use system.wallclocktime for this It will keep counting even if the game is suspended.

    Another option would be to use the third party system date time - plugin from the plugin section of this forum..

    ( this would still work if you close and re-open the game)

    You will need to use local storage to save stuff to be able to compare correctly..

  • It's not a bug..

    If both sprites are instances of eachother you can use the condition Sprite pick top/bottom

    Otherwise you can do this by putting both sprites in a family and using that condition..

    Third option is comparing the sprite.Zindex to pick the top or bottom one..

  • Should be pretty simple..

    Give the photo's drag and drop behaviour and instance variables OldX and OldY

    On drag and drop start

    set OldX to object.x

    set OldY to object.Y

    And "On drag and drop drop" compare the OldX and OldY with object.x and object.y or Mouse/touch.x and Mouse/Touch.y and decide which actions to take accordingly..

  • I guess you could try something like this:

    Create an "on destroyed"- event, add a sub-event to check if the destroying means it shouldn't appear anymore (for example if player kills it)

    Push some values like x,y,health,speed, etcetera into an array..

    Every tick check the coordinate values in the array to see if the object should be created or not

    On created set all instance variables to the values in the array and remove the values from the array..

  • Why do you want to use an external file for this when all of your requirements can be done from within C2?

  • Destroy objects on start of layout and create them when needed..

    If you want to store their values when you destroy them you could do this in a dictionary object or an array in an on destroyed event..

    All you have to do then is making sure when created C2 knows which dictionary/array belongs to the object being created..