mindfaQ's Forum Posts

  • array set at x/xy/xyz

    for mass assigning use

    array for each element x/xy/xyz

    together with conditions for array.curx; array.cury; array.curz if you only want it to affect specific rows/collumns/pages

  • <img src="http://666kb.com/i/ciu1e8doyp4dm3hcf.png" border="0" />

    it should work... (ofc should never divide by 0)

    although you don't necessarily need to put stuff like this in a function (if the calculation is the only action you wanna execute)

  • Hmm that's weird. You could add trigger once while true to the conditions to only make it spawn one button, but I guess that doesn't answer the question where this delay comes from. Any possible way the variable gets set to 9 again?

    You could also just use a timer (behavior) and create the button "on timer".

  • Pin - Rope Style would probably work as well and you safe you the plugin installation ^^

  • this

    <img src="http://666kb.com/i/cit1m6phxl4ns85l3.png" border="0" />

    result

    <img src="http://666kb.com/i/cit1lqyrv7b6fmds7.png" border="0" />

    as I said, canvas plugin

    edit: when creating the sprites, paste them onto the canvas and destroy them for better performance

  • I think groups, including event sheets, functions and folders are enough. Not sure if I understand it, but wouldn't include already enable stuff like this with a single event?

  • Where do you try to type them (which dialog) and what do you exactly type.

  • : nope, because "every x seconds" uses the global time. every x seconds will trigger on (multiples of x) seconds game time (it doesn't start counting from 0 when you press c so to say)

  • s000.tinyupload.com/index.php

    fade + timer

  • just type them...

  • add system: trigger once while true as condition and it will only activate once

  • use the timer behavior instead of every 9 seconds

    start a regular timer when you set the angle -30

    then on the timer you add to the charge as long as charge <3 and c is down

    : not really

  • Soo.. where is the problem? You've got everything you need already in your text. Just use the numbers as conditions to determine which symbol you wanna display.

    a condition could look like

    totalscore greater or equal 4000: create rank s

    totalscore greater or equal 3000 AND totalscore less than 4000: create rank a

    or a shorter solution:

    When you display the score layout:

    create rank (sprite with c, b, etc in frames 1, 2, ..., 0 is empty)

    set totalscore = score*numberitems/healthlost

    set localvar = floor(totalscore/1000)

    • localvar > 4 : set rank frame number = 4
    • else: set rank frame number = localvar

    or if you wanna use animations:

    • localvar > 4 : set rank animation = "a4"
    • else: set rank animation = "a"&str(localvar)
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  • I thought I was understanding what he was trying to achieve, but I evidently didn't. I thought that the sprites were going to be ordered in the Z axis according to their Y position in the layout.

    sorting by Y takes the origin point of the tree/player. As soon as the Y of the origin point of the player is lower than the origin point of the tree, the player is put behind the tree.

    But instead, the result is that when the player sprite is over the lower part of the tree sprites, he is in front of them and when he is in the upper part he gets behind them

    You should look again, as soon as the foot of the player sprite passes the foot of the tree, it is sent to the front/back of the tree, depending if the Y is lower or higher. There is no leeway like you claim.

  • Replace means spawn a random sprite? Then use a family for the sprites that are allowed to spawn there and then just a normal system create object your family.