LittleStain's Forum Posts

  • Did you check Video settings in Virtual Machine -> Configure -> Hardware -> Video

  • This event should do it:

    -on button clicked

    -button instance variable is "i10" ---> button light up

    instance variables are a perfectly fine way to see which instance of an object is being interacted with in my opinion.

  • You want to be able to set a variable, but you can't use the variable?

    I don't see the logic..

    If every object in the same container has the same instance variable, wouldn't that be usefull?

    If you would use a local variable that is a number you could set a text-variable by setting its text to: "i"&localvariable

    so for the first one the text variable would be "i1", the second "i2", etc..

    But it seems I'm not understanding your question..

    And I'm even starting to question my own logic, haha..

  • Just thinking out loud:

    Would it work using a local variable which you add 1 to in each loop and set an instance-variable to that local variable on creation?

  • Because this is an old thread, it was made before Construct2 had the timer-behaviour, which makes implementation of timers much easier.

    But to answer your question without looking at the capx, you would probably just put a system wait action before the timer actions.

  • Your question isn't realy clear and somehow I can't get to the images you linked.

    If I understand correctly you want to change something at the end of the level.

    Probably you should make one or more global variables to do this.

    You'll have to check if your level is completed in your event sheet. You probably have the events for that set up so I'll use some pseudo code.

    On level one complete - set global variable "LevelsComplete" to 1

    If global variable "LevelsComplete" is 1 set animals to whatever you want.

  • In the first post off the video-plugin thread there is a link just under FAQ.

  • Easiest way to post it is to make a dropbox-account and upload it there.

    Then provide the link to the capx in a post on this forum.

  • Could you post your capx?

    I don't know how you have your events set up, so even when I give an example the issue could be coming from a different place.

    Are you spawning the explosions?

    Are you destroying the bullet and set it's animation after that?

    It's probably just a simple problem in the order of the events or in the instance-picking, but I need to see your code if I want to change it.

  • It's the same sprite, but a different instance of the sprite.

    Usually C2 is pretty good at referencing only the instance intended if the instance is mentioned in the top event.

    It's also possible to work with uid's (I don't do that as much as I probably should) and send the sprite uid to a function which handles all events relating to the collision.

  • You have a picking issue.

    Your event doesn't tell C2 which instance of the bullet to destroy so it destroys all bullets.

    Could be the bullet making the collision isn't referenced in your event, but couldn't say for sure without seeing it.

  • Could this help in any way?

    Subscribe to Construct videos now
  • Your question isn't very clear I'm afraid.

    The answer to your second question could just be "destroy outside layout", but I might be misinterpretating the question completely.

    The first part raises questions as well.

    I'm not sure if you mean spin or just rotate..

    If your objects are really spinning there's probably something wrong with the way your object or events are set up.

    If they just rotate, that would probably be because of the center of gravity (the origin), to solve this you can just set prevent rotation to yes in the objects physics properties.

  • This is an old post by Ashley on the subject:

    Automatic, always-on per-layout memory loading was implemented in r107. However, it only affects the WebGL renderer, because the canvas 2D API does not provide manual memory management. For browsers which do not support WebGL (notably IE10/Win8) it's simply up to the browser to manage memory intelligently. It's possible it does this already, but it's hard to test - your best best is to ask the browser vendor. On CocoonJS and directCanvas it's also not supported, but it may be coming soon (I've discussed with both about implementing it explicity even though they're both currently canvas 2D rendered).

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  • You probably have conflicting events, which means two events that are both true.

    If walking and jumping and or falling are both true and have different animations C2 will try to trigger those animations every tick, in effect starting over every tick and therefor keep playing frame 1.