Pricing's Forum Posts

  • Answer:

    https://www.scirra.com/tutorials/491/ho ... -in-events

    If you want it to be easier than that, please vote for this function to be implemented other whise you can play around like in the tutorial for the rest of your life <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    how-do-i-stop-events-automaticly-deleting_t121389

  • Go to your Project properties and set "Fullscreen in Browser" to "Letterbox Scale"

    It looks like "Scale Outer" makes some problems there.

    Read this:

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    and then this:

    https://www.scirra.com/tutorials/1126/m ... le-devices

  • you store the UID in the Blackbullet but you destroy it. So when its destroyed there i no variable too.

    You must store it some where else or first rotate the Blackshooter before you destroy the bullet if this works somehow for you

  • It actually takes place in the event sheet view - and you are looking to "replace object" first before any deletion.

    In conjunction with event search (Ribbon - Event view), you can find all instances of the use of the object in your event sheet, replace the object, than finally deleting it.

    It's mostly a matter of organisation as well, you shouldn't be going around and having to delete objects all that often.

    It cannot be an option to not delete the code lines, as otherwise it would mess with the current code completion, syntax detector and overall the way Construct 2 works.

    Ashley

    But thats not how i work, i like to first delete everything and then replace it, thats how every programming language works too.

    In many situations you are right that it doesnt make sense to keep the code, but in most places it does.

    there should be a something like a short key CTRL+DEL that deletes the object but not the code and everyone would have then flexablity to choose

    how he would like to delete his object.

  • i make a classic pong game for getting skills etc.

    Now i would like the pong sticks to follow my finger while im touching the screen.

    I simply made something like:

    set Pong Y to touch.Y

    But the problem is that my top,bottom and pong sticks are made of solids and when my finger goes to up or to down the pong sticks crashes into the wall and moves his X axis because of that too.

    How can i prevent that crash?

  • i made an example for you:

    [attachment=0:qsfjrnz1][/attachment:qsfjrnz1]

  • wait 2.0 sec

    change angel towards player

  • it would be fine if there would be an option for this, sometimes i delet objects to replace them with something or i delete them but dont want to loose my code.

    I know that i can first replace the object and then delete it, but when i fortgot one object it would be deletet to.

  • try another video format like - Ogg Theora (.ogv)

  • Hey,

    How can i stop that my event sheet is automaticly deleting all lines of code when i delete the object that it marked marked on?

    It would be better if i would get red lines or something that would tell me that something is missing or wrong than deleting all my code and let me think again what i have write there. its really annoying.

  • thanks worked fine

  • [attachment=0:6mfi3v7a][/attachment:6mfi3v7a]

    doesnt work :/

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  • i understand but i dont know how to implement it, do you have a sample for me?

  • hey,

    I got a familie called "Balls" and there i have just one sprite called for example "red".

    Now when i say spawn "Balls" on a ghost sprite, i get spawned a "red" Ball. After 1sec i say spawn "Balls" again and get another "red" Ball.

    Everything works fine, but when i say "Balls"on colisson with "Goals" (another familie) -> destroy , it destroys all my red balls.

    I want it just to destroy the "Ball who touched the "Goal" and not all.

    [attachment=0:373vfmc2][/attachment:373vfmc2]