mindfaQ's Forum Posts

  • This is how it gets exported for me: http://666kb.com/i/cydj1aee26l1mvjlz.png (bottom; so everything alright as it should be)

    I opened the images in the sprite editor and assigned the origin point to top left and positions and sizes correctly and everything lined up neatly. After saving, closing and opening everything still was correct.

    I guess you did try to open the images a second time in the sprite editor and checked out if the size is correct before and after saving?

  • There are transparent borders on the images, as I said. If you can post your png file or whatever here, we could see if that's the case there and try it with our Construct 2 programs if it does import correctly. So far the plausible explaination is that something went wrong when you created/saved the images with Photoshop.

    Sorry to spam, I now see that when I save the project, the images are getting saved with an extra transparent pixel that is inexistant when I import the picture as a sprite in C2. So my guess is, I only need to understand what creates this transparent 1pixel border.

    Doesn't happen with my C2.

  • SelectedUID should be a global or local variable, not instance variable of sprite, then it would work.

  • Your images had a transparent image edge of 1 pixel on each side.

  • No need to pack the code in one event, you can just contain the skip code in a function and call it by the mouse or timer event

  • The browser object has a way of executing js code, maybe you can trigger your script with that.

  • Like this:

  • Thanks, at least I could get all the main options in (although I cut something like deleting saves).

    I thought about the next stuff that could be added:

      images / background / screen:
    • transitions (crossfading)
    • effects (maybe screen shake, color filtering, not sure what else could be useful here and what's available in construct) text:
    • enable to hide the text box by script
    • split name display and text display over two separate text objects to give better control over where the name is displayed in one's design
    • multilanguage support (this will end up in the options obviously ^^) music:
    • better control over when it is played at what level user interface:
    • options menu
    • gallery menu
    • music menu
    • scene replay menu
    • exit button
    • deleting savegames
    • exporting and importing savegames to move them from one device to the other (could probably be combined with a database storage one could offer to his players) compatibility:
    • options for different screen size support? usability:
    • better flow control
  • or if you want to destroy the one you created first / last and then go on with the previous, use

    your trigger

    for each bullet sort by bullet.iid ascending (or descending): destroy bullet; stop loop

  • You could have done the same thing with functions as I see it, btw

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  • variable = "apple;orange;banana;strawberry"

    on start of layout

    for 1 to tokencount(variable, ";"):

    set text's text to text.text & newline & tokenat(variable, loopindex-1, ";")

  • The timer behavior is easy to understand:

    1) first you must start the timer with an action (start timer, which you can find under the object, that has the timer behavior); give the timer a name/tag.

    2) then there is an event "on timer:", here you use the name you've given your timer and it will trigger when the timer is up

    yeah... guess that's it.

  • first event is my suggestion; second event might be what you were trying with your events, I'm not sure. Use one and see what it does (don't use both simultaneously)

  • BurningWood:

    I gave scripting a visual novel "engine" in Construct 2 a shot as well, you can view it here:

    Advantage of Construct 2 would be the ability to add your custom code / minigames / subgames / extra functions you wish / whatever.

  • Else works like this:

    read the first and second else as "else if" in your mind if you want