ramones's Forum Posts

  • I had this problem as well because Chrome doesn't add the registry key needed for other applications to find it. I think, from what I've read, if you install Chrome as administrator it works.

    I added the registry key myself like this:

    Open up regedit.

    Browse to HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\App PathsAdd a new key called chrome.exe

    Set the default value to the location of chrome.exe

    Add a new string value called Path and set it to the folder that chrome.exe is in.

    screenshot

  • You could put all the sprites in a family and do what I said above:

    Mouse: On Left button Clicked on Family

    Family: Pick top instance

  • Is it two instances of the same sprite?

    Mouse: On Left button Clicked on Sprite

    Sprite: Pick top instance

  • Here's one way to do it:

    destroySpritesWithDelay.capx (r99)

  • Webstorage: Set local key "savedArray" to Array.AsJSON

    Array: Load from JSON string Webstorage.LocalValue("savedArray")

  • Problem 2 is caused by uneven collision boxes on the walking animation. If you straighten up the collision box and 'apply to all animations' it fixes that.

  • What's the problem?

  • Yeah that looks better. I use Firefox and it's 20-30 fps at the start (maybe things still loading?) but then it improves to 60 fps.

  • Where's this new version of Space Blaster?

    Ooh I found it :)

    http://www.scirra.com/labs/spaceblaster-oldtv/

  • That plantspot creating loop:

    For "trees" from 0 to TreeSaved.Width

    should be

    For "trees" from 0 to TreeSaved.Width - 1

    That probably explains the extra plantspot at 0,0.

    2. I haven't looked through all the code (there's a lot) but it looks like you're loading the values from webstorage on the title screen and then setting them to default values on start of layout.

  • ViewportBottom(layer)

    ViewportLeft(layer)

    ViewportRight(layer)

    ViewportTop(layer)

    Return the co-ordinates of the viewport in the layout of a given layer, by its name or number. Not all layers have the same viewport if they are parallaxed, scaled or rotated separately.

    You can convert the coordinates using those expressions.

    enemy x on layer 1 = enemy.X + ViewportLeft(1) - ViewportLeft(0)

    enemy y on layer 1 = enemy.Y + ViewportTop(1) - ViewportTop(0)

    There's an example in this post that converts coords on one layer to another layer with different parallax.

    But... why not have a separate normal layer for the arrows in between the game and GUI layers?

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  • Yeah you can click on/interact with objects that are invisible. When you click on the overlapping text you're clicking both of them and this line:

    System: Layer Text.LayerNumber is visible

    Which Text object is that referring to? Because you don't specify and you have two picked, it uses the first one every time.

    menuLayersClicking.capx (r99)

  • Have one flower object with a different animation for each type of flower. Then just compare the animation name of the clicked on flower with the correct name.

  • Give the Player object an instance var called 'playerNumber' and set it to 1, 2, 3, 4 on each of your players. Have a global var called 'currentPlayer'. And then you simply do:

    Player: playerNumber = currentPlayer

          Player: Add 1 to score

  • What do think of this? I think it covers everything...

    doubleJumpAndFallthrough.capx