randomly's Forum Posts

  • Here you go:

    Download

  • glerikud

    Well, I want to set the cursor property to "not-allowed" on an object if [value] = 1.

    If [value] = 0, I want to set the cursor style to "normal".

    This would be possible without CSS, if there was an action to set the cursor style to "not-allowed" inside C2.

  • Hi there,

    simple but also complicated question:

    Is there any way to use compare global variables into CSS in C2?

    The background:

    I want to change the cursor style depending on a variable.

    Yeah, I'm aware of the Cursor: set style action, but that doesn't include "not-allowed" as of yet, and that's what I need...

    If there's another way to do this apart from CSS, I'm fine with that too.

  • Sorry, but what are you trying to achieve?

    When is the object supposed to be destroyed? When you press Enter after it has collided?

    If that is the case, you can simply store the collided object's UID in a variable (global or instance doesn't matter).

    You do so by adding an event "Player: On collision with [object]".

    Underneath that, add an action "Set value "collisionUID" (your variable) to [object].UID".

    (Since the colliding [object] gets picked by the event, the correct object's UID will be stored.

    Now, you add your keyboard event "On Return pressed".

    As a sub-event, add an expressional picking condition, picking [object] with the expression [object].UID = collisionUID.

    On that condition, add the action [object]: Destroy.

    Done.

    ____________________

    You can also add a condition to the keyboard pressing event: "If 'CollisionUID' is not 0" and an action after the destroying action: "Set 'CollidionUID' to 0".

    This prevents destroying an [object] that already has been destroyed.

    If you need further help or a .capx, give me a shout.

  • Sorry what exactly do you want?

    Buttons and textboxes that set the options for a dropdown menu?

    If not, please clarify again.

  • Pode

    I got an issue with CSS on your div.

    Using your plugin to create a CSS-only loading spinner.

    I'm pretty sure my CSS isn't the issue (I'll post it too though).

    I'm importing the CSS with McKack 's CSS Importer.

    Here is my setup and the result.

    CSS:

    Div plugin properties:

    Nothing else in the event sheet than importing the CSS.

    Nothing else in the layout than the div and a background.

    Result exported to Firefox or NW.js:

    Any way to remove the jiggling?

    EDIT: figured it probably has something to do with the rotation keyframes.

    Tried out width keyframes, didn't have any jiggling.

    Still, I'd love to get rotating to work..

  • Yup, that gets handled by the OS.

    The OS recognizes the textbox and calls the keyboard when it's touched (since the keyboard is also OS-specific).

  • Add a "For each spr_enemy" where the mark is.

  • Yeah those are thumbnails.

    Pixelpato if you are using imgur, hover over the image and choose "Get share links", choose BBCode and remove the tags.

    Paste the resulting link into your post.

    Btw, you probably only need to add a For each "enemy" condition to your bullet spawning conditions/events.

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  • Created a .capx for you.

    Might look complicated, but I commented everything.

    If you got any questions, gimme a shout.

    Download .capx

  • Hm, so the character spawns at 1, then at 2, then at 3, then at 4 and then starting over again?

    And that should happen accelerated over time?

    Or what exactly should be accelerated?

    I created a .capx for you, assuming you want the player to appear at 1,2,3 or 4 each time.

    If I misunderstood you and you want the player to appear at each position once, that shouldn't be too hard to convert my .capx for your purpose.

    Download .capx

  • Well, you probably got code that looks like this:

    Every X seconds: Add 1 to counter.

    What you do now, is, you create a variable called "interval" for example, initial value could be 2.

    You insert that variable into the "Every X seconds" condition at the position of the X.

    Next and last thing is to add an action underneath the "Add 1 to counter", being:

    Set "interval" to: interval - (counter % 4 = 0 ? Y : 0).

    Replace Y with the amount of seconds you want the interval to decrease.

    This assumes that your counter starts at 1 and not at 0. If it starts at 0, put counter+1.

    If you need any more help or a .capx, give me a shout.

    (A .capx always explains better)

  • [Every tick]

    Player: set angle towards Touch.X, Touch.Y

    Player: Move forward X pixels.

    The higher X, the higher the speed.

  • (Reference)

    Use a small sprite.

    Create a loop, e.g. "repeat 100 times".

    Under that loop, add this action:

    "Create object: [sprite] at x=loopindex, y=x^2"

    That's it.

    Well, that's the basics at least, the rest is UI.

    If you want, I can create a .capx for you.

  • Hey everyone,

    searched through the forum, didn't find anything inbox-related.

    Short question:

    Is there any way to get an RSS feed for the message inbox? Would be greatly appreciated, thanks.