porky's Forum Posts

  • Hi,

    I met a trouble when try to display variables in text. so:

    "HP:"&boo.HP &newline &"Fury:" &boo.Fury

    This will only output:

    HP: 100

  • Hi,

    in my game I using very low-res pixel sprite, and scale them up to make the game looks very pixel-ish. I also set the Sampling method to Point so make sure the scale is sharp instead of been blured or smoothed. It works fine in PC but when I exported to iOS via cocoonJS, the scaled sprites are blured.

    Is there anyway to fix this issue?

  • I figured it out:D. if not misunderstanding:

    1.set global variable CurrentLevel = layoutname in level layout. set global variable IsHUDLoaded = 0.

    2. if IsHUDLoaded = 0, goto HUD layout.

    3. in HUD layout, set IsHUDLoaded = 1. then goto layout by name CurrentLevel.

    but there is one problem left: if I quit to Main menu, which is a simple layout when game start. the HUD objects are there too. how do I remove them?

  • foolberry, I'm get stuck, several questions:

    1. how to get the layout name in event? eg I have a global variable called CurrentLevel in my GenericGameplay eventsheet.

    2. in the HUD eventsheet, when layout loaded, do you mean the action called "Go to layout by name"?

    3. Do I need the same layer setup in the HUD layout as well?

    thanks for help!

  • Ahh nice! I will try it out, thanks very much :D

  • Thanks for the help and info. I think it should be enough to fix. guess I will learn more about C2:D

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  • Thanks. I just found another work around of active/deactive the event group:D

  • I'm not sure if its a bug in latest version. when I set time scale to 0, everything stopped but the object can still remain rotating if its set to rotate before.

    <img src="https://dl.dropbox.com/u/1396615/bugImage/rotating%20issue.png" border="0" />

  • Hi,

    I'm using a layer named "pause_menu" for player able to retry or quit game. so initially I set this layer invisible and only show when he hit the pause button. But seems player can always interact with the pause menu even when its invisible? :(

  • Folks,

    Do you know if we have this feature in C2? mainly used for HUD and HUD events so we don't have to tweak the HUD on each level.

    I searched forum and found its available in Construct Classic

    scirra.com/forum/hidden-feature-9-inherited-layers_topic37103.html

  • Hello,

    I wonder if you guys have experienced this situation:

    First you started to prototype and made an object with several behaviors and variables, events. tweak it and finally happy with it. Then you want to reuse this object type in game, so you moved it into a family. but then there is a lot of rework: change it in event sheet, "transplant" common behaviors and variables to its family, etc.

    So is there any better solution with this? or any advises about better workflow with objects and family?

  • thanks very much <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Yes I have the same complain as msv0001 has. I think it would be nice to have folder structure in that dialog as well. I'm using the licensed version and I can image that object list will go huge...

  • Just wonder

    Is there any difference between

    A on collision with B

    and

    B on collision with A ?

    are they 2 different events or do the same thing?

  • Thanks:D

    I have tried either way, seems the text is pretty cheap anyway is it doesn't matter set visiblity or creat/destory. It really depends on what effect you want achieve. Fade behavior is also cool!