NoaBluecat's Forum Posts

  • 13 posts
  • Setting such a simple thing every tick is not a very good way of doing it.

    You should do something like:

    on click

    -- mouse is over sprite ---> set cursor frame to id

    --else --> set cursor frame to 0

    There is no need for an every tick event here and you should avoid using those events as much as possible and just use it when you have to.

    That sounds simpler than what I did, thank you! But it is pretty late into the development and the deadline for my game is litteraly tomorrow, so I'm keeping it as it is for now as long as it works. I'll definitely try this on my next project.

  • IT WORKED!! Can't believe how simple the solution was. Turned out that I also had to set the frame I wanted it to be on every tick, not once. I can breath a sigh of relief. Basically, I changed it so that when clicking an item it changed a string variable inside the custom cursor sprite. Then made two every tick events: one that set the mouse cursor to the custom sprite, and the other with an added condition for setting up the frame of the custom sprite to 0 (that condition is basically strVariable == " ") then copying the latter while changing the condition for every other frame in the custom courser sprite.

    It can get a bit long depending on the amount of frames (I have 18) but it is really simple and effective.

  • Think I've found a solution to the problem, going to start coding it in and see if it works.

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  • https://www.dropbox.com/s/g4i09rv739jcxo1/Problem.capx?dl=0 Here's the .capx, also have a backup plan involving global variables as replacement conditions for the events that need the cursor frame. I also noticed in the debugger according to it it is changing frames when the cursor is over something, but on the display the cursor is not changing, this is weirding me out more.

  • Hi, I'm pretty much almost done with my game, but there's something wrong with my mouse cursor. I have it set to a custom cursor from a sprite which has 18 frames. Every tick it sets to frame 0 and when clicking stuff with specific IDs it changes its frame accordingly and when clicking anywhere on screen back to frame 0. It was working fine until this morning when booting up my game in the debugger the cursor wasn't changing frames! I checked my code but it seems nothing has change since. Is there something wrong is this a bug? or maybe I have to use multiple event sheets? (all my code for the whole game is in one event sheet). I need to fix this because many of my events work by clicking objects with the cursor set to a specific frame.

  • Never mind! found the answer here https://www.scirra.com/tutorials/723/using-wait-in-loops Thanks for the help, it works perfectly now!

  • Thanks!, I've changed it to a repeat and set it to the width of my PlaceHolder Array. It works the same as before, but that's still the problem, the buttons don't follow a sequence, they're turn on all at the same time! how do I slow down the repeat so each button turns on one after the other in a sequence?

  • I'm making a Simon says mini game and for it I'm using function calls and arrays. It's working well, except that the new sequence it shows you to follow doesn't go in order, instead all the buttons it asks to press are lit at the same time. I've found that the problem lies in one of my functions which has a for each x in array loop that doesn't do one by one but activates almost immediately. Any Ideas how to fix it?

  • Never mind, turned out the problem was that there was no other condition for when Var=9 and click, so yes the subtraction would get confused. Added a second condition and fixed my problem! Moral of the story, double check your conditions and events.

  • I've made a mini game where you have to switch through a selection of symbols (that are the individual frames of a sprite) through clicking on arrows on screen. The way I have it set up is that the arrows add or subtract a global variable which affects which frame the object shows to a total of 10 frames (0-9), when adding the value if it's 9 and I click it it sets it back to 0 but when subtracting if it's 0 then when clicked sets the value to 9. Adding up works as intended, but it's when subtracting that it doesn't, yes it sets the value to 9, but the next click sets it to -2 and then it keeps going negative. What am I doing wrong here?

  • Doing a point-and-click adventure game with pathfinder behaivour as my main way to move around. So far I've work most kinks, but the one that still boggles me is when running a picking up animation, if I click anywhere while the animation is running it gets interrupted and that also affects the picked up item (it gets picked up at the end of the PickUp animation). Tried disabling the behavior while the animation is running but it does nothing. Any thoughts?

  • Thanks for the link, but I just thought of a simple solution.

    I just created another sprite, called it Location and in the event sheet made it so that its position is wherever one clicks on the screen. Then compare the X of the character sprite to the X of the location and if Character.X is grater than Location.X then mirror the Character sprite. I'll try the plugin another time, it might even be easier than this turnaround.

  • Hi, I'm creating a point-and-click game and decided to use the pathfinder behavior for this, but the problem is I can't find a way to get the sprite to mirror when moving towards the left of the screen. I thought I could use the sprites angle of movement as a condition for this but don't find the option to do so. Any ideas on how to do this?

  • 13 posts