mongoose665's Forum Posts

  • I'm trying to basically get it so you swing a sword from a pivot point (which is attached to the Mouse movements), but the sword can only affect enemies when it is swung at a certain speed, so that you can't move the mouse a pixel and an enemy be destroyed if it's touching the sword, you actually have to rotate the mouse enough to cause it. I've tried adding the custom movement and 8 direction behaviours to the sword to see if it can compare speed, but it doesn't seem to register the mouse movement's effects as the custom or 8 direction movement.

    What's the best way to go about this?

  • It's in your Project Properties > Project Settings > Preview Effects > No.

    Thank you! Excellent. It's just I saw a topic on this awhile back and they hadn't implemented that sort of thing (think this was about 2013).

  • I can't see any option to turn Effects off for a layout, or a layer, in the editing view, they're permanently on.

    I thought a way around this would be to create a layer above everything with nothing on it apart from the effects, and this would apply them to all layers below it, also allowed me to turn the visibility of that layer off only, but the effects do not seem to carry through (as an adjustment layer would on After Effects) to the layers beneath it. Any solutions to this so I don't have to look at a crazy effect-filled editor window?

  • Hi guys, my game has just made it through Steam Greenlight, which is great. Unfortunately as I've found out, none of the Linux exports work. So my question is: is there any way to get working Linux versions? If this is a complicated process, I'll move this to the jobs forum and see if I can pay someone to do it. Or if there's a way that's not too difficult, I'd really appreciate it!

    Thanks everyone

  • Archimedes

    steamcommunity.com/sharedfiles/f ... =751296567

    After you purchase and install Archimedes, an old operating system appears to be running, and a strange man asks for your help as you start to discover the terrible secrets behind the game.

    You will be required to interact outside of the game, with instances ranging from steganography and cryptography to real-world geographical puzzles and use of various external applications. The deeper you go, the more frightening and personal it will become. Mature audience and seizure warning.

    [quote:148ungk2]" This is the scariest game I've played this year and while it doesn't fit the mold of a traditional horror game or make use of tropes such as jumpscares it outshines both with a satisfyingly uncomfortable atmosphere of dread that lasts right until the final moment "

    • Itch.io Review

    [quote:148ungk2]" I wasn’t really sure what to expect from Archimedes, upon first loading it up... There’s a lot more to Archimedes than the initial trailer dares to give away. "

    • Comic Con Fever Review
  • The reason that it stops after you delete the layout is because C2 could no longer find that layout and would not do anything. In fact, I see that C2 will automatically remove "Go To Layout" action, if the layout it is referring to got deleted.

    Are you going around in the game using "Go To Layout (By Name)"? If so, how do you create your string to be used in "Go To Layout (By Name)" or how do you actually go around? Something is definitely wrong in your event sheets and you probably set it somewhere in the game to go the end-game layout. Search all of your event sheets where the game go to different layouts, and check for those strings if you are indeed using "Go To Layout (By Name)".

    Thank you! I think this may have solved it, I was unaware I could Search my events, and managed to find something. I'll let you know if it stays fixed. Thanks once again

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  • Hi everyone, I've literally just got close to finishing my game after many months and I've come across a game-breaking bug and have no idea how to fix it. Basically every time I boot the game up, after about 10 seconds it just changes to an end-game layout. Some playthroughs I've managed to make this happen, and when it does, it happens every time after you boot the game up, and some playthroughs I can't. I've tried disabling entire event sheets, changing layout names, layout orders, deleting hundreds of events, everything. The ONLY thing I've found that stops it is deleting the layout it keeps switching to, which is definitely not ideal.

    Of course it's a big crazy to send an entire project over, so my question is this: is there a way where every tick it can check if you're on the current layout, or if you're on the current layout it cannot switch to another no matter what?

    What would you guys recommend so that it continually stays on this original layout and can't switch to another?

  • These are perfect! Thank you so much.

  • Can you try change your layer background color to red or blue? This is to see that the preview does indeed draw the game correctly.

    Also, I have a feeling that you might be using Letterbox Scale. See

    https://www.scirra.com/tutorials/73/sup ... reen-sizes for more info. Because right now, your layer backgroundcolor is black which is the same as Letterbox Scale's filling color.

    [quote:2h4ltsma]Letterbox scale mode simply scales the game to fit the window. If the aspect ratio does not match, black bars appear down the sides of the window.

    Is this indeed the case?

    The letterbox scale is definitely what's causing it, having tried it with a few different colour backgrounds. The problem is that the letterbox scale is essential to make the game properly full-screen, all the other ones don't really work as well. So I guess it's a trade off huh?

  • Hi guys, every time I place a Text Box object or an Advanced Text Box down on any of my layouts, they seem to be cut off at certain points.

    You can see two examples on the image link, on the left is what the text box sizes look like in layout, and on the right are what they look like when test ran.

    postimg.org/image/i9lh33s2p

    I seriously can't work it out, am I doing something wrong here?

  • Thank you! Very much appreciated !!

  • bump

  • You set up the tags in a configuration action usually during on-start event. Using the tag action you give your sound clip a "name" that you can then refer to anytime you need to grab or adjust this sound clip via an event action.

    What is the tag action called? I'm a little confused on what a configuration action is and how to start it, as I can't find any options to tag under a System event or Audio event?

  • How do audio tags work? I'm trying to get it so that when I click one box, the music from the first one stops playing. However, I can't find a stop sound event, just a stop tagged sound one, and I'm not sure how to assign Tags to audio files. I've looked and construct looks to have no tutorials on this, only explaining what they are and not how to implement them?

  • NWjs is a wrapper and includes the chromium browser embedded within, so the size is going to be large regardless, but as it is for a desktop, size is not usually an issue.

    The only problem really is that if I wanted this on a platform such as steam or GOG, the file size is going to be huge when it's done, and for such a simple and small game. Just unsure of what to do about this is all, but thank you!