Paradox's Forum Posts

  • Would setting the animation to loop only once, and then having "on animation finished" check to see if it should be replayed again or not work?

    In other words, when the animation finishes it restarts if the key is down, otherwise it ends after that loop.

  • Elaborating on Eli0s' answer:

    Before switching off "Set Angle" changing the objects angle would also change the direction, so if you change that, you may have to change those events to use the "set angle of motion."

  • Newest as in the latest that was sent, or it will recognize the version number?

    Should I submit each entry, and let the system figure out which is the newest?

    edit: forgot to add appbackr so you see the reply.

  • Here's a very simple one to use from my Sprite Font Tutorial.

    Commodore 64 font (Public domain)

    It doesn't require any Event width sizing.

    <img src="https://dl.dropboxusercontent.com/u/85412219/forumposts/SpritefontTutorial/c64-monosize_16x17.png" border="0">

    Properties--

    Character Width: 16

    Character Height: 17

    Character Set:

    [?]{}?!"#$%&'()*+,-.^0123456789:;<=>?/abcdefghijklmnopqrstuvwxyz

  • I tried out the new Appbackr interface, but found a dilemma in selecting a game to submit. I have no idea which I am supposed to click on to get my latest version.

    IE:

    ID     Name     Status

    2145     Pucked     Submit

    2184     Pucked     Submit

    2419     Pucked     Submit

    2813     Pucked     Submit

    5394     Orbital Bomb-Bounder     Submit

    6321     Chicks On Trampolines     Submit

    6504     Pucked     Submit

    6837     Orbital Bomb-Bounder

    If I look at Orbital Bomb-Bounder 6837 (which seems like it would be the latest version) it forwards me to the 5394 version on the arcade.

    So which am I supposed to submit? Could you add some instruction for this on the page?

  • Yes, Persist has one hangup, in that when objects present on the layout on startup are destroyed, the object is gone even on game restart. (not a problem if they are all spawned by the events.)

  • You can change them from inside Construct, see "Icons" in "Files" in your Project bar.

    There you can click on each size icon, and use the image editor to load or draw your own.

  • Or have one big sprite as a map, and put Image points at each region location. You could then spawn text at the locations containing the variables.

    Edit:

    If you are needing to read clicks of them, I would spawn invisible markers (or the blank text boxes themselves) at each Image point and set it's instance variable so I could read which was selected.

    They would be player chosen by picking the nearest marker to the player touch or click.

    actually now that I think about it, you could just see which image point was closest to the click...

  • I actually type it in the window, select and copy it, and refresh the page before pasting the reply.

    (helps with getting Ninja'd on answering people too.)

  • If you are using Physics, you can set it to circle, but it's found in the physics properties.

  • I am just using "Is Mobile" to scale the sprite bigger. Haven't tested it yet though. I suppose I should worry about that more.

  • I think the point of the themes is to keep people from posting their old stuff claiming it was created in the time frame. You'll lose participants if they think their 3 day game has to compete with 3 week games.

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  • I too started with a bit of understanding already in place, having worked through "Basic" history. C64 basic to AMOS (Amiga) to Visual Basic on PC.

    (plus a dozen other scripting "languages")

    So I got the flow of Construct2 quicker than when I made the move to VB with it's event driven code. (Sort of like triggers in Construct2.)

    I don't want to suggest newcomers all start making Flow Charts, (I've never found them useful.) But the first lesson should be grasping the concept of organizing the game to do and handle everything needed without ending up with unmanageable spaghetti code too complicated to finish.

    There are good tutorials, Kittiewan's match game tutorial was the first I used. A bit advanced, but it was closest to the puzzle game I had in mind. (Pucked)

    Another good one is Kyatric's "Asteroid clone in less than 100 events" he covers the planning and thought processes very well.

    So for a list of progression, I'd say do the Beginner's guide, then start looking for tutorials that are similar to what you want to make.

    Trying to get through a tutorial you don't have any interest in, will make it more like "work," and it should always be fun.

  • Actually That does seem obvious, I used to do that all the time in VB.

    I would prefer Tab (and maybe shift tab) to the control N (Next) & control P (prev) it had though.

  • Do you have a share method that doesn't require installing a downloader?

    or am I doing it wrong?