ramones's Forum Posts

  • Exporting with minify breaks "Physics: Apply torque towards position" as mentioned in this thread.

    http://www.scirra.com/forum/game-getting-stuck_topic54113.html

    Simple capx

    Exported demo

    Error: a is not defined.

  • They're two different things. 'Disable physics collisions' only stops physics objects from interacting with each other but 'On collision with' applies to all objects and has nothing to do with physics.

  • Hi, Auntie Val. I understand my tutorial isn't what you wanted. The goal of it was to explain what arrays are rather than how to do stuff in C2 specifically. That's why I link to the beginner tutorial at the beginning. I see now you said earlier you understand arrays but just not how to use them in C2.

    I Made it through the first section, but could not figure out how to access the dialog box depicted in the image at the beginning of the second section on "getting values".

    That's 'System: Set value'. I assume the reader knows how to create variables and set their values. Definitely read velojet's tutorial above if not.

    Then after struggling with that for over a half hour, I noticed Zsangerous had problems at this step also. I was not expecting to have to read the comment posts to get through the tutorial.

    Zsangerous had a different problem. He was calling 'Array: Set value' instead of 'Array: Set at X' and I added some extra screenshots to the tutorial to clarify that.

    hen in response to him you posted another image showing a global variable, and a keyboard event, followed by an array with some parameters. How does that image...http://dl.dropbox.com/u/8367729/construct/pics/array_global.png fit in? You did not mention using keyboard events or a global variable in the first part of the tute.

    That image was in response to his question about using a global variable to access an array and has nothing to do with anything in the tutorial.

  • Have a look at my array tutorial aswell. http://www.scirra.com/tutorials/307/arrays-for-beginners Let me know if anything's not clear.

  • I think setting an object's time scale gives it it's own time scale value that it uses instead of the game time scale. So if you set an object's TS to 1 then it uses that value from that point onwards. When you pause the game and set the game TS to 0, the object still has it's own TS value of 1, so it continues to fade. Using 'restore object time scale' tells the object to use the game TS again and not it's own seperate TS value. That's the way I see it anyway.

  • I think the instance variables are overkill :) Have a look at this. I just changed 'Event Sheet 1' and disabled the timescale stuff in 'hud'.

    wayofthesax1.capx

  • Instead of setting the object timescale to 1, use the 'System: Restore object time scale' action to set it back to the game timescale.

    Explanation: You've got the overall game timescale and then each object can have it's own timescale. You're setting the object's timescale to 1 to get it to show. When you pause the game you set the game timescale to 0 but the object still has it's own timescale of 1 so it keeps running.

  • It is the same bug. I don't think those preview errors are anything got to do with C2. Try clearing your error console and reload the page. You get 'cr_createRuntime is not defined'.

    It happens with or without minify enabled. You can work around it by editing the html and changing cr_createRuntime to cr.createRuntime .

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  • It loaded for me eventually (5-10 mins I'm not sure, I was alt-tabbed) with GL_OUT_OF_MEMORY errors.

    https://dl.dropbox.com/u/8367729/construct/pics/gloutofmemory.png

  • Yeah I'm sure I've seen a dropbox upload tutorial. Try the search box in the top corner ^^

  • Looks good to me. Maybe he checked it before your update fully uploaded?

  • Nimtrix You removed the code that moves the enemies down when they reach the end!

  • I think the 'pick all' conditions are the problem. 'Pick all Sprite2' is false when there are no Sprite2 so that event won't run.

  • I get that with the audio files showing as folders. I think it's just a visual bug.

  • You'd need to set the tag to "gametrack".

    Audio: Stop "gametrack" refers to the tag name not the filename.