rezagamertag's Forum Posts

  • Can you add a capx file or tell us more about your 2 objects that you're trying to "match"?

    Because I can't figure out what you're actually trying to do here.

    You can try using 2 variables that contain the values of the frames of both objects.

    You will have variable_object1_frame and variable_object2_frame which are both indicating what frame the objects are at.

    Everytime you change the frame of 1 object, you will also change the variable to it's respective frame for instance if object 1 turns into frame 3,

    you will change variable_object1_frame to "3".

    With this variable you will be able to set the frame of object 2 when nessecary.

    I hope this helps you with your issue.

  • My window size and layout size are always the same size.

    Portrait mode probably put a 160 pixel wide border around your window.

    It might even be that the screen starts from x=180 because that's the difference between your window size (960) and your layout size (1140).

    Maybe changing them both to the same size helps your problem.

    That's my 2 cents.

  • The first method that comes to mind is to create a local variable and start a timer every time you press the directional key and once the timer runs out you change the local variable.

    You start the local variable with "no dash" and when you press the directional key for the first time it will change to "dash possible".

    After the timer has run out the variable will change back to "no dash".

    While dash is possible, pressing the directional key again will trigger the dash function.

    You will have to make this for every directional key if you plan on being able to dash every direction.

    The timer will of course be very small around 1 second.

    Hopefully this helps you in the direction of what you're trying to do.

  • I've made an example for somebody before.

    Take a look at this screenshot and see if that helps your issue:

    For your case you will do this 4 times for each side of the box.

    While you're dragging the ball outside the box, the ball will stay at a certain y or x depending on what side you are dragging your mouse

  • You can also use a local variable inside your spawn function and make it a random number between 0 and 1.

    If it's a 0 you spawn a tree, if it's a 1 you spawn an animal.

    You can make a random number by using "set variable" "round(random(0,1))"

  • Perhaps you can try the screenshot function built into construct 2.

    There's an example file in your program files/construct2/examples

    It's called "Taking screenshots.capx"

    I can't seem to upload any capx file because it's so called "empty"

    Hopefully you can find it in your program files and it is of use to you.

  • You test it on the platform you want to release it on.

  • The file wouldn't upload because it's too small so it said it was "empty".

    Instead I made a screenshot:

  • > Try "if RED on collision with BLACK then RED drag_and _drop".

    >

    The problem is that I wish the black platform slides, the way you say cut the drag & drop

    Try to do what he told me TheDom but lost me ...

    CompareY: <Les than (457) example. You can explain it again or with an example

    You have to add a condition to your drag and drop event that will only apply if your object is between a certain height.

    This will cause your object to drop when it isn't in between that certain height.

    This however will not slide your object from left to right as it will not be dragging anymore (constantly dropping).

    What you can try is to put a condition that whenever you're dragging it beyond a certain Y position, the object will stay on a certain Y level.

    I've made a quick example to show you how I've done it:

  • > You have to make sure every frame and every anchor point.

    >

    This is not the problem, even non animated sprites appear jumpy

    You're going to have to Crtl+F your events and find every event you've added to the sprite that is jumpy to see if anything could have caused it to act like that.

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  • Why do you have the tree and the animal in the same family to begin with?

    Events can still be added independantly from each other just as you described by putting "tree.x" this will not affect your animals in any way.

    Only events added to the family will be applied to both the animal and the tree.

    And if you must know, you could add an instance variable to both the tree and the animal and call it "test".

    For the animal "test" will be 1 and for the tree "test" will be 0.

    This way you can check the instance variable to see which instant it actually is.

    I hope this helps you in the general direction you would like to go.

  • Can you perhaps take a screenshot of the navigation bar being in the way of your game?

    I also believe that letterbox integer scale isn't actually "full screen" but instead just screen filling.

    There's some information about full screen in a browser in the manual here:

    https://www.scirra.com/manual/110/browser

    Perhaps "request full screen" is something that you want to use if you are playing in a browser.

    Hope this helped you in the right direction.

  • You have to make sure every frame and every anchor point (the one used for positioning) are the same size and on the same position.

    If they are not, there will be jumpiness as you said in your last post.

  • Still, my question is why are "real" Boolean types not allowed in "Global" or "Local" variables ?

    This seems to be a rather obvious omission, and I'm just wondering if there's an explicit reason.

    I personally don't see any benefit from having a Boolean variable compared to a variable that could be anything you'd want.

    Conditions can be made like "if false" or "if true" where the variable has either been changed into "false" or "true".

    I don't see Booleans adding any functionality that isn't already there.

  • You can try using the family option.

    More about families in Construct 2 can be found here:

    https://www.scirra.com/manual/142/families

    Hope this helps you in the right direction