LittleStain's Forum Posts

  • That error message doesn't seem to have anything to do with the container, for it speaks of Sprite-plugin.

    It could be that adding the container broke some of your events, because of instances still in your layout that weren't correctly referenced anymore. But I haven't had this error myself.

    If you could send me your capx, either through the forum or on my email (which I send in my PM) I'll take a look.

  • Brainfart from someone inexperienced with arrays:

    Why not clear the whole array on drag and refill it on drop?

  • The container automatically associates the objects in it with eachother.

    So when goonbox is hit if you call the hurt animation for the goon it will automatically pick the assiciated goon.

  • Ajax is incorperated in Construct2.

    Just right-click on your layout - insert new object - Ajax.

    Construct2 also has a manual

  • Just wondering,

    Ashley

    Could this be an issue because of running windows in a virtual machine?

    Maybe the node.webkit export fails somewhere because of that?

  • Did you create the graphics of your game yourself?

    If so, great work!

    btw, I've send you a personal message

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  • All goons are playing the animation for you're not picking the specific instance. The goon isn't referenced in the event, just the goonbox.

    This can probably be fixed by using a container and putting goon and goonbox in it. that way they are related at all times.

    AI is a difficult subject, because everyone wants something different. You could for instance do a for each check and a system compare distance(player.x,player.y,ggonbox.x,goonbox.y) < (a certain distance) and have the goon attack when that's true.

    You could use pin for the monkey, or set position. pin would probably work best here. Just make sure to pin the hand of the monkey to the bottom of the rope location only.

  • RenatoB

    Put all the code that has to do with the timer in a group called timer and disable active on start for that group.

    add system wait 2 seconds and system set group active "timer to On start of layout.

    That will work.

    You could also use a start button to start the whole timer thing when button is touched, just set the group active when you need it.

  • It isn't that hard to do if you understand what you are doing.

    system compare two values - Sprite.instancevariable = winning number - sprite set animation to "win"

    Okay, you'd need a for each here to not have every sprite go to the animation win, but these are the basics.

  • What is the action you want to perform and what is the event that triggers that action?

    Instead of using the name you use the instance variable.

    Even simpler would be to make a function and add the variables as parameters.

    So the winning numbers you get from your ajax request will be send to a function. This function will use those numbers to select the right buttons to play the animation.

    You could also just choose to use the idea sainsy gave. Use animationframes for the different numbers and check those against the winning numbers from your ajax request.

  • I removed all code you don't need from the capx in the topic I linked.

    online preview

    Edited Capx

  • I would use on down arrow released to play the "crouchtostand" animation and on animation "crouchtostand" end to goto "stand" animation.

  • You should probably do something like in the capx in this topic which has a dotted path drawn on touch.

  • Is on-screen

    True if any part of the object's bounding box is within the screen area. This is not affected by the object's visibility or opacity.

    So if this isn't working this condition isn't met.

    Maybe destroy your original sprite on start of layout.

    Maybe change the bounding box.

    But you are not saying what isn't working, and what unexpected things are happening, so I could be wrong.

  • As these are basic things you can find in the manual and/or tutorials I suggest you look there.