rezagamertag's Forum Posts

  • [quote:1te5ig24]

    Try it for yourself. If you go over a control, and hold LMB, Mouse Button Down will not register it. It literally can not see that in fact the mouse button is being held down.

    At least, that is what I am seeing here.

    Are you able to verify this?

    What do you mean "mouse over a control"?

    Can you upload a capx of this?

  • After a google search you might find this article written by Ashley helpful in making your multiplayer game:

    https://www.scirra.com/tutorials/892/mu ... pts/page-3

  • > You can try either putting an "every tick" "sliderobject.y = 100" while dragging.

    > Which will make the object stay in place.

    > And if it reaches beyond the slider itself you use the x value to keep it at the end.

    > "if sliderobject.x = more than 10" "make sliderobejct.x = 10"

    > "if sliderobject.x = less than 0" "make sliderobject.x = 0"

    > This will keep the sliderobject.x in between 0 and 10 while you're dragging and always on 100y.

    >

    > I hope this made sense and it helps you understand how it might work.

    >

    Well, not really... but I am trying.

    This code seems to be all about moving the slider *object* (as opposed to the slider handle) around.

    I have no interest in moving the slider object anywhere, so I am not sure how any of this helps.

    Now, on the other hand, I DO want to move the slider handle left and right... as designed. And it does that... so no biggie.

    But nowhere in this discussion do I see how to detect that the LMB is down.

    How does the above suggestion tell me that the LMB is down?

    After you've added the mouse object to your project on the layout, just like you would add a new sprite, you go to your events.

    And input this condition: "Mouse > Mouse button is down > Left"

  • That should just be a simple case of moving the character to the right or the left while you're pressing the slide button.

    You can even put a timer on it to make it stop sliding after a certain time.

    It would also help to insert a condition where it's only possible to slide while you're touching the floor.

    Unless you want to slide while jumping.

  • > There's currently a bug with the scirra website it seems, I can't seem to open any scirra link referring to the manual.

    >

    Now is all right.

    Perhaps you can upload a capx or at least show / tell us more about what you're trying to do.

    This way we can more easily identify the problem.

  • You can try either putting an "every tick" "sliderobject.y = 100" while dragging.

    Which will make the object stay in place.

    And if it reaches beyond the slider itself you use the x value to keep it at the end.

    "if sliderobject.x = more than 10" "make sliderobejct.x = 10"

    "if sliderobject.x = less than 0" "make sliderobject.x = 0"

    This will keep the sliderobject.x in between 0 and 10 while you're dragging and always on 100y.

    I hope this made sense and it helps you understand how it might work.

  • You can use a drag and drop behavior on the slider object and limiting it's movement to only the slider.

  • You can adjust the collision mesh of the image by clicking the button below the image point button.

    It's called "Set collision polygon".

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  • If you want them to move individually , you have to make seperate paths.

    Either through pathfinding or through other events.

  • If I move the highlights a bit up and left they are perfectly positioned to quickly fix your problem.

    I'm not sure what might cause it to not look the same as in the preview(editor).

  • There's either an event outside of what you're showing interfering with you being able to play.

    Or there's an object in the way of you being able to click it.

    The information you are giving here should just work in my eyes, that's why a capx would help identify the problem.

    It only goes to the game when your variable is 1, which it always should be when clicking on it.

    You don't need a condition of "play = 1"

    Try and see if it works if you disable that line with "D".

  • Can you upload the capx so we can check what you're doing wrong?

  • I don't see the "play to 0" part.

    Can you perhaps upload a capx of it not working?

  • Did you try the "Request fullscreen" option on the "Browser" object that you can add to your layout just like you would add a sprite.

    Hope that helps you with what you're looking for.