Nimtrix's Forum Posts

  • Neither CocoonJS nor appMobi's directCanvas requires a license to use, and you can already export with both of them in current releases of C2. Although releasing native apps on iOS does require an apple developer account. (when it becomes available)

  • For the GUI, put it on a layer with parallax 0,0.

    For the zoom, use "System: Compare two values":

    +On Right button clicked
     +layoutscale = 1
      -> Set layout scale to WindowHeight/Comic.Height
     +Else
      -> Set layout scale to 1
    
  • Use the link on the bottom of the front page or click the link in my signature.

  • It gets a lot simpler if you use a bit of math to calculate the direction:

    silvereonGame.capx (r99)

  • Something like this?

    HoverMenu.capx (r99)

  • Wink:

    The only problem would be that you're using more than 4 layers, but I don't know if that will stop him from opening it, or just exporting it.

  • Here's how to do curved movement using quadratic interpolation simplified by the lerp expression:

    QuadraticInterpolation.capx (r99)

    I'm sure you can handle the rest of his movement yourself. You just need to move him off screen (with for example linear interpolation) and back to one of the positions, then set the move variable to 1 or 2 when you want him to curve again.

  • In the event where your boss deals damage to the player, add another condition 'Is animation "Dying" playing' and invert the event (right click or press I). This way the boss will only deal damage if that animation is not playing.

    Here's an example of delay, wait is not reliable for this kind of thing:

    CooldownMAX.capx (r99)

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  • Yeah, I didn't bother explaining everything in the post, the example covers the rest. I thought you asked about the animation of the player as well as how to do the bar, but you obviously ment the animation of the bar. Sorry for the confusion.

    I don't use an animation for that though, just setting the width of a sprite similar to what AnD4D suggested. That's what they do in WoW as well, as far as I can tell. Just make sure your sprite is symmetrical over the Y axis, so you can stretch it's width without messing up the look.

    If you're not familiar with the expressions I used ('max', 'int' and 'dt'), you should have a look in the manual. Also, feel free to ask if you have any questions about the example.

  • Yes, that's the one, the blue link in the properties panel. In r99 C2 will crash no matter what you've done if you click this link. Either right click your object and select edit animations, or double click it.

  • Don't click the "Edit" button in the properties panel, this bug has been reported several times:

    http://www.scirra.com/forum/r99-animation-edit-button-crash_topic54815.html

    should be fixed in the next build. Meanwhile just double click the sprite as a workaround, that works fine.edited><editid>Nimtrix</editid><editdate>2012-07-28 15:20:48</editdate></edited>

  • Yann: Oh, I see, thanks. Thought he ment some kind of game mechanic.

  • When one of them is clicked it will check to see if the player has enough points/resources and then check to see if that's the correct choice. If not one or more will be taken away, reducing the player resources, and that sprite animation disappears. If so a point/asset will be given increasing a value/resource

    What do you mean by "the correct choice"? And you seem to be using the term "resources" and "points" in different contexts, could you please make it a bit more clear?

  • It's not supported in older versions of C2, so no, you can't do that. Also, it shouldn't be slower on the newer builds unless you change anything, did you run the exact same project in both versions and experience difference in FPS?

  • Games like WoW has a looping animation that runs until you cast the spell, so it's just a matter of using a boolean to say if the player is casting or not:

    SpellCastBar.capx (r99)