LittleStain's Forum Posts

  • If I understand what you are asking:

    Using these two

    system expressions

    right(text, count)

    Return the last count characters of text.

    len(text)

    Return the number of characters in text.

    So that would become

    set text to : right(text,len(text)-1)

  • What part of the tutorial isn't working for you and why not?

    Last revision is 2013, by the way..

  • If you are running a paid version of construct2, you can use families for this..

    If you are running the free version you will have to make events for all sprites..

    If they are similar enough in behaviour, another way would be to put all the sprites into one object as animations and then you'd only have to reference that sprite..

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  • From the manual, people forget to read:

    Push out solid

    Only valid when the behavior is currently overlapping an object with the solid behavior. Automatically move the object until it is no longer overlapping the solid. This has no effect if the object is not currently overlapping a solid. The following techniques can be used:

    Opposite angle reverses (or 'backtracks') the object from its current angle of motion until it is no longer overlapping.

    Nearest moves the object in an eight-direction spiral out one pixel at a time until it is no longer overlapping. The aim is for the object to end up in the nearest free space, but since only eight directions are used it will be an approximation.

    Up, down, left and right moves the object along a specific axis until it is no longer overlapping.

  • Give both the mapmarker and enemy an instance variable and check if they are the same?

  • It shouldn't be difficult, if the text is exactly what you wrote (no extra spaces, no capital G) and the layout you are trying to goto exists, that is..

    I usually give textobjects an instance variable function to distinguish them from eachother..

  • put the wait between the setting of the text and the goto layout..

    the way you have it now setting the text and going to layout are done the same tick..

  • An event will not run if it's conditions are not true..

    but at the moment you click the text, the conditions are true, so adding a wait action before the reset would solve this..

    It would be no problem to show the text resetting.. during the wait..

    (Instead of wait, you could also use a timer, ofcourse)

  • It could be there are other options, but that would depend greatly on what you are trying to achieve..

  • You mean something like:

    player on collision with star

    star destroy

    system add to global variable Stars = 1

    First you'd have to ad the global variable to your event sheet, ofcourse..

  • Any beginners tutorial should work to get a hang of the basics..

    They might not be on the kind of game you would like to make, but your understanding how to work with Construct2 and it's event/condition/action system would greatly improve..

    Bigger than 50MB?

    Must be a very big game..

    Have you checked if the game runs on android through the browser as a website?

    Just asking to be sure the issue is in coccoonjs or intelxdk and not caused by trying to ask too much of mobile hardware..

    Is there a reason you are using a Construct2 version that is over 2 years old?

    A lot of optimizations have been implemented since that time..

  • You can't..

    The dotted line shows the view from coordinate 0,0 (top-left) to x,y (bottom-right) where x = project-width and y = project-height..

    You could always use the viewortleft(), viewporttop() etcetera to spawn based on viewport..

    Or if you want to do it your way, scrolling to a sprite, viewportleft would be sprite.x - 0.5* (your project width) as long as you don't use fullscreen-scaling, for that might change the coordinates of your viewport-edges..

  • Without seeing how you have set up your events..

    Use a for each enemy event to create/set the position of the map marker on the minimap..

  • I don't understand ... is there other simple method ... closer to what I have now in my event sheet ?

    The example sets a variable based on the keyboard input..

    The dictionary object is just used to turn that variable into a word..

    You could use the variable to attach the actions/animations..

    It was just meant as an example on creating your actions based on a state instead of the direct input..