mikehive's Forum Posts

  • Or you can do it smoother than that using the SIne behaviour, and it means you don't have to animate everything! Like this: http://mikelaraman.com/misc/bouncy%20with%20sine.capx

  • Yeah, you guys really missed the point of what he was asking...

    Quasar, I'm sorry to say, as much as I love C2 and swear by it, you've found what in my (probably worthless) opinion is one of its major flaws - the inability to insert the contents of one layout into another. You could probably get something working with an enormous amount of code nonsense, but Construct 2 is naturally not suited to this type of thing. I've had ideas for games that would require an engine like that and have abandoned them because I simply have no idea how to get C2 to do it.

    Does anyone have a workaround for this, or something? I too would be delighted to find a way to get functionality like this in C2.

  • OK, I understand the problem with a browser game. But what if a game is released as a nw.js exe, or as a mobile app? Is that still something to be concerned about?

    Sorry if I'm derailing the thread.

  • FYI, Regular global variables have rather huge security issues.

    What exactly is meant by this?

  • Does this thread help?

  • I haven't had time to look into your capx in very great detail, but here's an idea: what about counting the number of 'hits' the player can take, instead of the number of 'hearts'? ie 6 health displays as 3 hearts, 5 health displays as 2.5 hearts. You could perhaps use the modulo operator (%) to figure out if the current health stat is odd or even, and if odd, set the rightmost heart to display the 'half' animation. Or you could test to see if health /2 is a perfect integer and if it isn't, do the half heart.

    Don't know if that will help you in any way, just farting ideas out

  • Yeah, large layouts aren't a problem, it's more to do with how many objects you fill them up with because the C2 engine needs to be testing all the collisions, etc. Sometimes if I'm making something enormous I'll put all the purely cosmetic objects onto a layer together, select everything on the layer, and turn off collisions for all of them

  • Yeah, that's going to be a major performance headache for you. Is there any way you might be able to recreate a similar or alternative background effect using the tools in C2?

  • Give PlayerBox a boolean instance variable, we'll call it Shooting.

    PlayerBox, on stopped & PlayerBox is not Shooting > Set animation to "Idle"

    PlayerBox, on moved & PlayerBox is not Shooting > Set animation to "Walk"

    On left button clicked > Set Shooting to True

    PlayerBox is Shooting > Set animation to "Shoot"

    Playerbox animation Shoot has finished > set Shooting to False

  • This is great! Really fun

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  • Yes! You just have to download nw.js from here: https://www.scirra.com/nwjs

  • Any actions under the same event will refer to the same object that was already picked. eg

    The second action affects only the object created in the first action.

  • Our pleasure

  • How about:

    Make a holding variable to store player attack damage for the round, let's call it roundAttack.

    On click "test attack": set roundAttack to round(random(aCharH.At(4),aCharH.At(5))), set array value to itself minus roundAttack, call function (paramater is: "You attack mob for " & roundAttack & " damage!" & newline & "Mob health is now " & tempMob.At(0) )

    Function call works the same as it did before.

    That's off the top of my head so might not work :p

  • You could try turning on pixel rounding? I've found that sometimes things display all blurry when at sub-pixel positions.