randomly's Forum Posts

  • Actually, if you use just the grass effect in just one layout, you can use a local variable too.

    The global variable is accessible in the whole project, while the local variable is just accessible in the appropriate group.

    Also, a global variable is always static while you can set a local variable to not be static.

    ("static" means that the variable always stays to what you set it. If a local variable is not static, it will reset to its default value every tick. That might have been the reason why it didn't work for you. If you want to use a local variable, make sure to set it to static)

  • Extracted from FAQ

  • Now I see where you want to go, that image explanation helped a lot.

    I thought you were trying something different.

    Anyways, this works:

    Here is the .capx in case you need it:

    Download

  • You should be able to use

    "Is overlapping" (inverted)

    Trigger once while true.

  • Do the following:

    • add a "function" object
    • put everything underneath and including "Pick instance with UID" in a function, so under the event "On function [...]"
    • Replace "set grassanimationUID to grass.UID" by "Call function [...]" with the parameter "grass.UID" (replace [...] by the function's name)
    • Replace "GrassAnimationUID" in the "Pick" event by "Function.Param(0)"
    • add a "For each "grass"" to the "is overlapping" condition

    This should work.

    If you need more help or more explanation, either just tell me or provide a link to your .capx and I'll fix it for you.

  • Example:

    When clicked, move right 35 pixels and stop.

    I tried something like set y position Self.Y +35..

    This doesn't work..

    Concerning that example, you would have to set X to Self.X +35 to move right.

    set y to Self.Y +35 would move the sprite down.

    I don't see why this wouldn't work.

    Maybe you could attach a link to your .capx to your next post?

    Btw, if you want the sprite to move over time, you can use a variable and lerp.

    If you want to use this and need help, gimme a shout.

  • First of all, please upload the .capx, so we can recreate the problem.

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

  • 99Instances2Go

    Now... How do I delete a thread? Also, could you contact 99instances2go ? I need to add +1 to Dice Number when ROW equals 1. (A pawn would move by one more dot). I need to hand it over 24.11.2016... ;( ;( ;(

    give him this: http://www.mediafire.com/file/8iz04b4qd ... ntest.capx

  • Refer to the Multiplayer chat example included in Construct 2.

    Go to File -> New -> Multiplayer chat example

    In the "Chat event" event sheet, under the group "Chat log", you can see that it uses a Textbox, set to read-only, where you set the text in a function to "Self.Text & newline & Function.Param(0)" and scroll to the bottom.

    Each time, you want to add something to the chat, call the function with the Parameter containing the text you want to add.

  • Please provide a .capx of your project.

    From just your post, I'd suspect offset Sprite origins.

  • In addition to shinichild:

    If you simply need the key codes "offline", so not live inside a program, you can create a helper, which shows the key code for the currently pressed button by accessing the expression "Keyboard.LastKeyCode".

  • Awesome plugin, using it in almost every project!

    Any way to scale the icons up?

  • R0J0hound

    Thanks, did that, worked.

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  • korbaach

    Great, that solved it! Thanks!

    Though two questions:

    • Why/how does the collision polygon affect joints?
    • why is it necessary to disable the physics and re-enable them after a delay?

    Thanks again!

    EDIT: this also solves issues with revolute joints I had before. Awesome, thanks!

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