Nimtrix's Forum Posts

  • Hmm, do you think you could share your .capx through dropbox so we can have a look at the problem?

    It makes everything so much easier when we can see what happens and fiddle with it.

  • Do you mean something like this?

    BulletSpawnTimer.capx (r97)

  • Hmm, I didn't touch any of the family behaviours, only removed the object timescale events. I'm not quite sure what's supposed to happen in your game, so it's a bit difficult to know if I broke something. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Anyway, if you encounter any problems after you've cleaned up my mess, I'll be happy to have another look.

  • I was already working on the .capx so didn't get a chance to see your updated file. I think I solved most of your problems, but tell me if I broke something in the process.

    WayoftheSax_Edited.capx (r97)

    I went with a different approach for both the problems, I used a number variable "currentLevel" to keep track of levels, adding to the variable every time the level is changed.

    I also added another variable to trigger a level change. With the "changeLevel" variable, you can do a check if the game is paused every time your layout is about to change.

    The layout will restart when you enter/exit the menu, I don't know how to fix that other than not using a different layout for the menu. But at least it should return to the "currentLevel" layout now.

    Btw, it's a bit difficult to navigate through your project, you should get used to adding comments (Press Q or RClick) and maybe use some groups.

  • Hmm, still says it uses TouchMouse.

  • I can't open your .capx since it uses 3rd party plugins.

    So this layout change happens when a certain amount of time has gone by?

  • First problem: I would try using "System -> Set object timescale" on the objects you don't want to pause.

    Second problem: When you go to the menu layout, save the current layout's name to a global text variable. Then, when you resume game, you can use "System -> Go to layout (by name)" and input the variable name.

    I kind of skimmed through your post, so tell me if it's not what you're looking for. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I say both, plus grid snap for image-points. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • It's possible you don't need families, could you perhaps upload the .capx to dropbox, so we can have a look? (or recreate the problem if you don't want to show your game)

    You might be able to do it with animation frames, arrays or variables, kinda depends on how your game works.

    Although I don't think you will regret buying a license. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Also, if you want your fish to stop when within 10 pixels of it's origin, instead of the 4 conditions, you can do it with only 1 if you use the distance expression.

    Use "System: Compare two values", then input:

    distance(Fish.X, FishOriginX, Fish.Y, FishOriginY) < 10
  • Yeah, Jumpthru is official. The manual doesn't cover 3rd party plugins.

  • Check the behaviour reference in the manual?

  • That would be useful, nice suggestion.

  • If you have encountered a problem you can't solve, it's great if you post your .capx, then someone can look through it and fix that problem for you.

    But if you're looking to add something new to your game you should at least try yourself first. If someone just adds it to your game for you, you don't learn anything from it.

    So you should try and understand what's happening in my example, then try to implement it in your game. And then, if you have specific problems, post a question here in the forum.

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  • Alexixiv

    I think this thread is about swapping objects in the event sheet inside C2, and not during runtime.

    Also, you've already posted this question in the "How do I" section. Someone will help you if they have the time, there's no need to double-post.