RayKi's Forum Posts

  • Wow! Now I would like to know that too o/

  • Ah! Ok then, here is the Capx.

    https://dl.dropboxusercontent.com/u/183 ... ample.capx

    Lol, thanks

  • I'm affraid I don't know how to upload a capx D:

    I put it on dropbox, don't know if this works though

    https://dl.dropboxusercontent.com/u/18345677/ButtonTest.caproj

  • Try setting up a condition to return the speed to the ball in case it's not colliding with the wall

  • Hello everyone, I'm trying to develop this custom buttons so they can have more effects on in and make the game more attractive you know? Those type of buttons that change shape, or color, or size whenever the mouse is over it or clicking it.

    For now I'm using a code like, "If mouse is over Button" Change Button frame to frame(1).

    else frame(0).

    This works like a charm... sometimes. Whenever I put the mouse over the button it change it's frame, but sometimes (usually at the start of the layout) when I put the mouse over the button ALL the buttons change frame at the same time. Other times the button doesn't change back to frame(0) when the cursor is not over.

    When we all know that for a good game we need a interface that works the same way 100% of the time, this unstable thing that sometimes work and sometimes doesn't destroy the game completely.

    Have anyone ever tried anything like this, or gone throw the same kind of problem? Any tips or suggestions about it?

    Thank you for your time

  • Everytime I try to access my games I get a 404 error. Should I update and upload them again?

  • Ok I solved it.

    It happens that I'm really really stupid. The selection variable was set to "text" instead of "Number" so it should be compared with another god damn text instead of a number.

    I set the var type to number and now, of course, it works perfectly.

    I'm really sorry to waste your time like that. Sorry

    Sorry

  • No it doesn't. I tried this already D:

  • I don't know if there is a function for that, but you can can try this.

    Add a variable to the objects you want to move around to keep the value of the layer he is in.

    Every time you update this value, like self z + 2, you will move the character to the layer you want depending on the value you get.

    If char Z = 2, move to layer 2. Something like that

  • Quite simple actually, just use the "Move to Layer" function, and it'll work just fine

  • Hi everyone. I just wrote a simple line of code, something like:

    If you click on the button "Buy" and the object selected ID is 128 then upgrade the object.

    For some reason, even with all conditions matched the code doesn't work.

    The problem is with the Selection variable, because if I remove it the code works, but I need this variable to work in order to know which upgrade the player wants to buy.

    Now, I'm a doing something wrong? is Construct2 Bugging? Any ideas??

  • Try setting a condition like this.

    New condition, select your character, select "Is animation playing", then set the animation he uses on the skill.

    Add another condition (Press C) and select the character again, this time you will compare the frame the current playing, set it equal to the last frame of the animation.

    After creating this two conditions set up your skill effect to appear wherever you want.

    Remember to end the animation or set the conditions to trigger only once, or the game will create A LOT of skill effects one after the other.

    You can use the same check frame condition to destroy the skill after it's used.

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  • If your game is a rpg like pokemon or final fantasy where the camera has an up view you will need at least 4 sprites for each npc. One sprite for them looking up, other looking down and so on.

    When the player press the button to trigger the talking all you need to do is add a sub-event (right click or pressing "s"), in this sub events you will have to compare the player position (x,y) to the npc position. If player.x > npc.x then this means the player is at the right side of the npc, so all you need to do is change the npc sprite to that on it is looking right.

    But depending on the camera of your game you may want to use the rotate function.

  • Since the buttons go up and down I put a condition that allows only buttons with the shown area to be "clickable", so it's working for now.

    Thank you very much

  • Hello friends, I'm trying to develop a upgrade tree menu. It consists of a upgrade tree :0 that scrolls up and down, and there is the HUD in the bottom of the screen on which the player will check the price of the upgrade and access the "buy" button, and "home" button, as well as the "up" and "down" buttons that will move the upgrade screen.

    My problem is: Even though the upgrades buttons are under the HUD, the player is still able to click on it, and since there are buttons on the HUD, both the buttons on the HUD and those under it are being activated at the same time.

    You can see how this is not a good thing.

    So, what do I need to do in order to make the HUD "solid" (Not solid because I already tried that and it didn't work) in a way that the buttons underneath it cannot be accessed?