RayKst's Forum Posts

  • Of course (if i understood correctly and for disabled you mean invisible). If you have ex. 4 layers just set then all disabled/invisible on editor or on start of layout. Then also on start of layout put System: Set Layer (random(0, 3)) Visible.

  • Just subdivide on more tiles, (i used four) :D Now the puzzle image is 640,480 and i divided in 4 tiles of 320,240. Just subdivide it more (being multiples of the puzzle image). So ex. if you want 10x10 tiles , cut the puzzle images in sections of 64x48, remove the current frames of tile object and add the new ones. No change on events. Oh, and put the origin on tile frames to top left. Just to facilitate the events.

  • It's a grid based positioning with linear interpolation when dropping the tile. Here's a starting point: Link

    Obs: I couldn't simulate the exact ambient since fullscreen is c2 is a little problematic and would involve some more thinking to make it work.

    The drag n drop behavior is exactly or at least very similar to the original.

  • There's no mouse out event right now. Do it like this:

    Mouse is Over JUGAR - > Jugar2 Set Visible (Assuming Jugar2 is on top)

    Trigger Once

    Mouse is Over Jugar (inverted) -> Jugar2 Set Invisible

    Trigger Once

    Or

    Mouse is Over JUGAR - > Jugar2 Set Visible

    Trigger Once                 Jugar Set Invisible

    Mouse is Over Jugar (inverted) -> Jugar2 Set Invisible

    Trigger Once                           Jugar Set Visible

    Also you don't have to create 2 sprites for a button just create one sprite and set frame1 to normal button state and frame2 to over button state and change frame on events accordingly. And remember Trigger Once is your friend. You'll be using it alot

  • Great. Oh, nice avatar :D

  • Sent the game successfully <img src="smileys/smiley42.gif" border="0" align="middle" />

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  • Great ! Thanks :D

  • Yeah it looks great , specially the new logo looks awesome , very well designed.

  • Ashley This remembered me: Any chance of color tint support so that flash with color would be supported ? I know this would be trivial with WebGL but what about canvas ? Have you discovered any real time method for tinting ?

  • For a start you can do:

    Every Tick

    ----Scroll to Position X = lerp(scrollx, character.X, 0.05);

              Position Y = lerp(scrolly, character.Y, 0.05);

    Change de last value , in this case 0.05 to values between 0 and 1 where 0 doesn't move at all, 0.5 moves at 50% velocity, 1 moves at 100% velocity , that is, same velocity of character.

  • No problem :D I've sent it to you.

  • Well, on arcade.xml it lists:

    <plugins-used>

              <plugin id="Audio" version="1">Audio</plugin>

              <plugin id="Keyboard" version="1">Keyboard</plugin>

              <plugin id="Mouse" version="1">Mouse</plugin>

              <plugin id="Sprite" version="1">Sprite</plugin>

              <plugin id="Text" version="1">Text</plugin>

              <plugin id="TiledBg" version="1">Tiled Background</plugin>

         </plugins-used>

  • Well i'm happy just to have participated. Congratulations to the winners :D I guess my game was too short. Was only a mini game after all. I'll win the next :< :D

  • I've read the manual on uploading a game to arcade. But what exactly are the non-alowed plugins ? The how-to is confusing. From what i understood no custom plugins are allowed. Ok, i've removed Function from my game. Exported it to Arcade. Opened zip to look inside (default procedure :)). Nice. Then tried to upload. It said i've got forbidden plugins ?!. I've looked at arcade.xml there's only native plugins there ok. There's no trace remaining of Function. What's the problem ?

  • The tuto is done. It's a bit large so there must by typos/errors. Let me know of anything strange or any questions :D