mumu64's Forum Posts

  • Steven from this forum made a cap for me.

    In it he made a "switch" with a global variable.

    But very efficient.

    If pressed 'm'

    set variable to 1 - variable

    I always did:

    if variable = 0 and 'm' is pressed (...)

    if variable = 1 and 'm' is pressed (...)

    I like how efficient this is and I'm sad I did not come up with this myself.

    What is my point? I hope someone can comment on this, in any way.

    For example: is this new for you?

  • Steven,

    Thanks a lot for the cap.

    Your 1st cap's method is what I use to find out the x/y offset and hardcode this for the menu.

    Your 2nd cap is something I can use for general purposes. Thanks again!

    About your 2nd cap: you used the function "clamp".

    I have never seen or heard of this before.

    I could I have known how to use this?

  • Thanks for the reply Tulamide. I think I can use Steven's method.

    I wonder: How do other people deal with this issue?

  • Steven, sorry for my late reply.

    Thanks for the cap.

    Before I ask any questions, was it clear, or does it make any difference, that the player is not supposed to change anything, only me?

    The only thing I want to do is: position sprites that overlap eachother in a way I like and keep it that way (since it will be a menu in the game).

  • hello,

    Is it still possible to receive an email message when a topic, you responded to, received a new update (= new message)?

    Now I have to bookmark (my) topics and check a few times per week, to see if there are replies. I sometimes forget to check.

  • This works when I'm installing on other machines. However, it requires an internet connection, so if you want the (larger) offline setup you can get it here.

    Could these 2 links be included in a future release of CC, when exporting an exe file or setup-file, for the end user?

  • Yes, but what if you move the sprites around, on the canvas, and think: this is how I want it.

    Then how do I know how many pixels I insert at the background.x + ? and background.y + ? ?

  • I guess the answer is: making image points and matching them with the hotspot of the other sprites, I now realize.

    Is that correct?

    But you can't test this out, unless you run the game, if I'm correct.

  • I have a square-sprite (= background) and a few sprites (= pictures of items). Together they form a list of pictures of the items you can upgrade.

    How do I position it all effeciently (for me, as fast as possible) in the event sheet?

    For example:

    in runtime: right click will display the square, on the x/y where I point, and inside the square I want the other sprites (items) displayed.

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  • I created 2 sprites and placed them above each other on the canvas.

    Then I clicked on sprite 1, created a container, together with the 2nd sprite.

    I added the event: on start of layout: create sprite 1.

    Sprite 1 appeared in the preview, but sprite 2 didn't.

    Isn't that supposed to happen, when a container is used?

    If it's not, my wish is to place some sprites on the canvas in a way I want them to be displayed (with the correct positions, compared to eachother, kind of like an inventory).

    And then when the right event comes along in runtime, I would like the group of sprites to be displayed on the layout, as I placed them on the canvas.

  • For your amusement, something I found: a piece about isometric development

    http://projectzomboid.com/blog/index.ph ... velopment/

  • So that is what I missed.

    I added:

    always>sprite2 x = sprite1.x, sprite2 y = sprite1.y

    And I get the result I wanted and expected, from using containers.

    Thanks

  • As I understand from the Wiki, If 1 sprite is created, the 2nd sprite will automatically be created too, when the 2 objects are in a container.

    This doesn't work in my new test cap, though.

    I created sprite1 and sprite2. (red and blue simple square) I placed them so that they overlap eachother.

    Clicked on sprite1, add container --> clicked on sprite 2.

    Now when I click on sprite 1, sprite 2 gets a yellow outline, suggesting it is in the same container.

    But when I create sprite1 every 1000 ms, there is no sprite 2 to be seen in runtime.

    (using: C0.99.96)

  • Does anyone know if this is workable in combination with C1?

    https://www.mochimedia.com/developers/achievements.html

  • Here is my post to thank Scidave for the tutorial of this awesome subject. Have not tried the tutorial yet. Hoping it is "foolproof".