mrtumbles's Forum Posts

  • Sure - perform your 'Push back' action as you would, then set the contents individually using 'Set at x,y'. They'll all happen in the same tick

  • I would create a new dictionary called 'Master'. For each of the dictionaries you want to save, create a key named for that dictionary, and make the value of that key the dictionary's .json. When you load the Master dictionary, simply set each of your dictionaries to load the JSON from their key using Master.Get(#Dictionaryname)

    I use this technique a lot, it works perfectly

  • Quite right, yes.

  • This is admittedly simple, and broad, and you will want to adjust the 'Array.Width*2' factor. To improve on this, see if you can force it to only select items that haven't been sorted yet!

  • https://drive.google.com/open?id=0Bwizs ... 2FXaGlNbWc

    Here you go!

    For those of you who don't want to download the capx for the solve:

  • Talk about taking the fun out of making apps and games, wow. :/

    Nobody ever said publishing should be fun! If anything, publishing should be MUCH harder than it is. It's a shame the icons and splash screen are the only quality assurance issues IXDK takes off your hands.

  • 1. The resolution you input depends on how you're scaling your sprites, how you want your art to present, and what devices you're targeting. How that resolution is represented on screens that don't match the ratio of the resolution is controlled by the 'Fullscreen in browser' property. See this tutorial by Ashley for more:

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    2. This will depend on how you store your configuration options, how you control sessions, saving and loading, and so-on. Essentially, I would leave this concern for now - you can make your menu exactly how you want it, and it can be so isolated from the rest of the game as to be scrapped and re-written whenever you want. Construct 2 is a brilliant system for writing GUI.

    3. I would use a 9-patch object to make the bubble itself, and a text object over the top to display the NPC's speech.

  • Every time you recalculate the path, the object will want to stop (or at least slow down) whilst recalculation takes place. Try performing path updates less frequently, for a start. Also, when the object's view of the player is unobstructed by pathfinding blockers, there's no need to use the pathfinding anymore - you can start to use more dynamic movements instead.

    And yeah, I'd disable the sine behaviour for now until the basic movements are working.

  • I am willing to bet your collision polygons don't all match up with your origin points etc, although can't check for you as URL blocked on my current network (university wifi doesn't allow dropbox downloads apparently!)

    Check all of your collision cells. Don't be tempted to set them 'by hand' using the mouse - type in actual pixel values for each point in the boundary.

  • Oh good! It was written on the phone off the top of my head, so that's luck as much as anything

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You would have to achieve this with two layers. The layer below would be the image, the layer above would be the grayscale layer. IIRC, you want to set the grayscale layer to not be transparent, give it the effect 'Grayscale Mask' (or you might have to use 'Adjust HSL Mask' and reduce saturation to -100), and set Force Own texture for that layer to 'yes'.

    When the user paints, have them create objects with the 'Destination Out' blend mode on your Grayscale layer.

  • You could use System>Set time scale to (some high number) until time passed has reached your required amount?

  • Unfortunately not. You'll have to have multiple objects. If you want to make them all move as one, you can give them all the 'Pin' behaviour, and pin them to another object which will control their movement.

  • I can't see any action specifying which Turrets or which Laserbeams to affect in any of the last four actions - you need to tell your events which instances of each object to apply the actions to first.

    An easy way I can see to do this using the actions you've currently got is by adding a variable to your UpgradeMenu object, call it something like 'SelectedTurretUID'. In your action that creates the menu, set this variable to the UID of the clicked turret.

    In all subsequent actions you can then use the 'Pick by UID' condition to direct the code to the correct instance of the object

  • Go here:

    https://www.scirra.com/store/downloads

    And click "Download included asset bundle" under your download links for Construct 2 <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">