randomly's Forum Posts

  • duplicate of

    please delete this thread.

  • I'll just shamelessly post a citation of myself here:

    try to extract the .capx with a decompressing application like 7-Zip and open the included .caproj.

  • R0J0hound

    korbaach

    got another issue.

    Thanks to you two, my project advanced and I now need to dismember bodyparts (god that sounds harsh).

    That's what I got so far: (not very much since I don't want to continue before I got this solved)

    Main event sheet:

    included event sheet "puppet control":

    The dismembering doesn't work when using the disabled event, but when I use the event below that.

    (The layout definitely isn't the issue since it stays the same no matter whether it works or not)

    I'd like to have all joints-creating events going from the body to the body part.

    But apparently, that doesn't work, it just works when it starts at the body part.

    Which is weird since the event "Remove all joints", according to its description, is supposed to remove all joints "from or to" the object.

    Maybe a bug?

  • So, there are two main possibilities:

    one is with using a 9patch.

    one is with using three sprites.

    both have advantages and disadvantages.

    9patch:

    • just one object to manage, better performance with more objects
    • can't rotate, only dragging in one direction

    three sprites:

    • able to rotate
    • three sprites, worse performance with many objects

    Here is a .capx demonstrating both possibilities:

    Download .capx

    (enable or disable the group you wanna test. only have one group at a time enabled!!)

  • Magistross

    to much math for me, I'm outta here.

    Anyways, thanks for explaining.

  • Um. Doesn't the events I posted do exactly that?

    Or, if not, could you specify what you mean by scroll on a sinus path?

  • Updated my original .capx post.

    You can now scroll the chat while restricting the scrolling intelligently to specific scenarios (see comments in .capx)

    This version logs messages to a dictionary but the history of the chat only goes as far as the layout's "margin" setting is set.

    I could include a "load from dictionary" when the user tries to look at messages that are longer past than the margin goes.

    But that would be a hell of work.

    I won't try to replicate a full messenger here. If you want to, go ahead, but I'd say this is quite a base to start from.

    With a margin of 2000, this version will be able to save around 100 one-line messages.

    I don't know how much a higher margin (i.e. more objects being in the layout but not on screen) affect the performance, but that's to you to figure out.

  • If you are using only one layer, you can use the system action "Set layer scale".

    If you are using more than one layer, you can use the system action "Set layout scale" for your current layout.

  • So you want to have the text moving up and down (using sine) while moving it from the right to the left?

    Add a "Sine" behaviour to the text, set movement to vertical.

    Adjust every other value to your liking.

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  • Magistross why can't you just use abs(Sine.Value) and double the interval?

  • jeffige

    Cojoyo

    I just realized that there is a possibility which is way easier:

    conditions:

    • [family] Is on screen (invert condition)
    • Trigger once while true
    • event:
      • [family] Destroy
  • Simply give it the behaviour destroy outside layout.

    If your window is smaller than your layout and that doesn't work for you, do the following:

    • add a family with all the objects you want to be affected by this
    • add two conditions:
      • if [family] x is between 0 and Window.width (invert condition)
      • if [family] y is between 0 and Window.height (invert condition)
    • under those conditions, add: [family]: destroy
  • Nandynho

    andykenobi

    When I use the prompt alert, SweetAlert2.GetLastValue returns a c2array..

    Is that normal? And how do I get the input with tokenat?

    (Currently, I'm using an array and load it from the c2array json and get the value from the array then. There must be an easier way, right?)

  • The current Turret behaviour can't use frames to animate the rotation.

    You will have to do the rotation yourself.

    Take a look at this .capx:

    Download .capx

    The bullet angle is a bit off, but we could correct that with a dictionary or some advanced calculations.

    (If you want, I can show you how)

    (By the way, your initial Animation strip missed a frame between 24 and 25, I replaced that with a duplicate of 24 to correct the calculations. And I also corrected the origin of the bullet sprite, it was a bit off)

  • Alright, this is quite a challenge, since Tilemaps don't give you the X and Y index on collision.

    (Which is very unfortunate, I don't know why that doesn't exist..)

    Anyways, here is a workaround:

    Download .capx

    Some notes concerning the .capx:

    • It's far from perfect
    • It creates multiple instances of the sprite on collision, because collisions, 8direction and tilemaps apparently don't work very well together
    • If you have any questions (might look very complicated on the first look), don't hesitate to give me a shout.