LittleStain's Forum Posts

  • Have you tried something like this?

    mouse button is down

    mouse is overlapping floating object

    If this is not what you mean you'd have to be clearer..

    You could set a variable on mouse click and if that variable is set do the move action..

    That would mean every tick that variable is set the move action will be performed..

  • Could you show me your event-sheet?

  • I guess all you need now is along these lines..

    You could put event 18 as a subevent to event 10, that way it will only be triggered when something changes and not every tick..

    Add a localstorage set item "select_bg" to BGSelect.asjson action to event 18

    Add an event on function "Select_bg_ftn"

    with the subevent:

    for each Select_BG

    select_bg set animationframe to BGselect.At(Select_BG.Bg_vbl_select)

    You'll have to check my events, because I haven't checked and doing this by mind..

  • Thanks for the reply,

    Yes "Grappling Hook" is what I mean, when I click onto my floating object I want my Character to Grapple onto it and swing around it until I let go.

    I have a rough idea how to do this, but It doesnt seem to quite work out yet...

    Thanks

    Did you click the link in my last post?

    The question has been asked before and maybe one of the topics will give you an idea (and maybe even a capx example)

  • I had this one lying around, might help:

    Smooth grid movement

  • What behaviour is your character using for the flying?

    Or do you mean something like a "Grappling Hook"?

  • Mate is the Australians word for buddy or dude or friend or just man..

    Thanks mate! = Thanks man! = Thanks dude!

  • Looking at your event-sheet, something like this should work:

    x should be BG_VBL_Select

    and

    value should be Select_BG.AnimationFrame

    so the event would look like this:

    for each Select_BG

    set array at x = BG_VBL_Select : value = Select_BG.AnimationFrame

    this event would only have to be triggered if anything changes, ofcourse..

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  • 1- You want the instance variables in the array..

    2- You want to save the array..

    3- You want to load the array..

    4- You want to set the instance variables from the array after loading..

    So why not use 4 always, instead of setting the array values from the instance variables and setting the instance variables from the array values..

    Seems to me like doing a job two times..

    so on button clicked

    set array value

    call function "SetInstanceVariablesFromArray"

    And

    on localstorage item exist

    Array load from json localstorage.itemvalue

    Cal function "SetInstanceVariablesFromArray"

  • If the two are linked, wouldn't it be easier to set the instance variable based on the array value, so when loading the array from localstorage all youd have to do is call a function to set all instance variables from the array?

  • Construct 2 has no native way to use SVG or any other Vector format..

    How png images are rendered during gameplay (pixilates/stretched/Quality not good) depends a lot on your settings, your original images, scaling/no scaling etcetera..

  • I guess you would need an action like:

    Array set at XY : sprite.instancevariable

    If you could explain in more detail what you are after, the answer might become more precise..

  • From the Manual

    Global layers

    Sometimes many layouts in a project have the same content on a particular layer, such as for interface or HUD overlaid on to the game. Changing this content then becomes a chore since changes must be repeated on every layout. Global layers are aimed at solving this problem.

    If a layer's Global property is set to Yes, then every layer in the project with the same name is overridden by that layer. The initial objects, as well as its properties, are used instead of the other layer's own content and properties. Then changes can be made once to the original global layer, and the changes will be applied project-wide.

    The layer with the Global property set to Yes is where all changes must be made from. On other layers in the project with the same name, the Global property will be read-only and display (yes, overridden) to indicate it is being substituted by a different layer. It will also not display in the layout view on other layouts, although its contents will appear when previewing the project.

  • Is this game top-down or from the side?

    What behaviour are you using for the car-movement?

    Is the car all on piece or are the wheels seperate sprites?

    Will the car eventually be able to do more than just drive on flat ground and hills?

  • I'm assuming you are already creating the HUD on a seperate layout and using it as global layer(s) and you have an event sheet dedicated solely to the Hud (Only interacting through variables and functions)..

    Copying those shouldn't be too hard..