puzz769's Forum Posts

  • 13 posts
  • I want to set an array with text then iterate through it - all the tutorials and posts I'm seeing about arrays are over my head or off topic. I know I can do this manually with a long slew of events but I'd rather do this with an array and an expression. I just don't know where or how.

    for example - at 5 seconds:

    "good start"

    at ten

    "keep going"

    at fifteen

    "almost there"

    etc - thanks!

  • Ok, it turns out changing the 'initial frame' is all I needed to do for my purposes - but Newt - it seems like you're describing a very roundabout way to accomplish something construct does anyway? Or maybe I'm not understanding. In any case, thanks for the help!

  • I've been looking through posts referencing the UID attribute and they're all a little over my head. I have a sprite and I want to have multiple instances where each sprite is playing it's animation from a different frame. At the moment I'm just not sure how to address each sprite separately in the event editor - I imagine that it's easy and related to UID - can anyone point me in the right direction?

    thanks!

  • Yep, looked through all that stuff. I understand the relationship between window size and layout size but the game I'm making isn't intended to be scrolled around. I was really just trying to figure out how to make it smaller in my browser without actually changing the size of my browser - scaling and scrolling the layout seems to work ok for my purposes.

    Thanks!

  • ahhh - I discovered 'set layer scale' and 'scroll to' as system events on start of layout... not sure if that's the best way to do it but it works...

  • That's cool - what I want to do is work on my game at one resolution and export my game at another resolution... so it shows up in my browser smaller (or bigger) - possible?

  • I've searched the forums and the manual - can't find the answer to this question. I have a project that's 1000x800 (let's say), I want to work in that resolution but I want to export a project that's half that size - 500x400 - like I would in photoshop - is that possible?

    Sorry if this info is out there, but I haven't found it...

    thanks!

  • Ok - it took me three hours to figure out I need "quotes" around the animation name - meh... thanks for the help

  • It basically sort of works - the problem is I can't set the animation to what I want. I'm trying to click on one sprite to play an animation on another sprite - and when I try to set the name of the animation it says 'this is not a variable name in the scope' - so - I can't trigger animation on one sprite from another? Is there a workaround?

    Thanks for the help!

    I'm trying to turn this site into html5:

    poopfriends.com

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  • The documentation seems lacking in terms of controlling animation, or maybe I just haven't found the right page. At the moment I'm trying to do something very simple. I have four on screen buttons, each of them should play a different animation on a single sprite.

    Right now I have the animations broken up into four different sequences in the animation editor. When I go to the event editor (and this is where I'm finding no documentation) I first SET the animation to LoopName.AnimationName - then set animation frame to 0 then start animation from beginning. This works fine for the first button and the first loop. I can't for the life of me figure out how to get the second loop to work - I tried making a second event on the second button that's identical except that it's LoopName2.AnimationName...

    Any ideas? Any documentation?

    Also - the first loop seems to play when I open the file - not sure how to get my sprite to just sit there and not animate... thanks for any help

  • right - wrong version - I'll repost this in a different forum

  • Sorry, super nube here - what do I do with .cap files? I'm using construct 2 - wrong version?

  • The documentation seems lacking in terms of controlling animation, or maybe I just haven't found the right page. At the moment I'm trying to do something very simple. I have four on screen buttons, each of them should play a different animation on a single sprite.

    Right now I have the animations broken up into four different sequences in the animation editor. When I go to the event editor (and this is where I'm finding no documentation) I first SET the animation to LoopName.AnimationName - then set animation frame to 0 then start animation from beginning. This works fine for the first button and the first loop. I can't for the life of me figure out how to get the second loop to work - I tried making a second event on the second button that's identical except that it's LoopName2.AnimationName...

    Any ideas? Any documentation?

    Also - the first loop seems to play when I open the file - not sure how to get my sprite to just sit there and not animate... thanks for any help

  • 13 posts