shinkan's Forum Posts

  • Set layout scale - for layout

    Set scale - for layer

  • It's how the event's work

    Everything is here: ecents in the manual

    It's a lot of text and people are too lazy to read but everything is explained there. ;)

  • see my file four posts above, working as it should

    Edit: well now on the previous page ;)

    • remove that group
    • above event 18 put an action:

    every tick set Button opacity to 50

    should work

  • buttonopacity.capx

    Works fine here, with capx and after uploading

  • all three of your links goes to the same page, this page ;)

  • Every time if you want to add or subtract something to existing value you have do put that value first.

    if you eant to change opacity over time you can't put:

    Set opacity to +1

    You have to do:

    Sprite: Set opacity to Sprite.opacity+1 (it says - current opacity value +1)

    same for size, speed, position etc.

    and make sure you use time delta to change value over time with the same speed for faster and lower framerates

    Sprite: Set opacity to Sprite.opacity+1*dt - it will add 1 to current opacity every 1 second

    You can use "self" instead of instance name

    Sprite: Set opacity to self.opacity+1*dt

    ps. i have no idea why i used opacity in that examples ;)

  • instead of "damage" select your sprite from the window on the right (Objects with expression) and there's a section called "Instance Variables" which shows you all variables for current sprite.

    If your object is called "ship" and your instance variable is called "damage" it will look like this ship.damage

    ##.$$

    where # is your instance name

    $$ is your variable name for that instance

    Edit: remember that Animation frames are number based, so your instance variable should be numbers too.

  • Sprite: set animation frames to "damage"

    there's an action "Set frame" for sprite, insert there your instance variable name there.

  • If I correctly understand your first post

    inc_ev.capx

    you can click on button or the sprite and every time when current "action" associated whit that object finish (click on button, sprite fade finish) it will trigger the same events for "game over".

    not a best example, but you'll get the point.

  • You can put that code into separate event sheet and then use "include event sheets" to insert it do different event sheets, groups, sub-events...

  • Agree with that.

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  • There's an issue with family object containing sprites with Global turned on.

    family_global.capx

    On layout 1 click on sprite - instance is destroyed and text with objectcount will properly subtract 1.

    Now the issue:

    • run project from layout 1
    • go to layout 2
    • go back to layout 1
    • click on sprite to destroy it

    Objectcount will show proper value (subtract destroyed sprite), but sprite will be still visible. You have to switch layouts to make it go away.

    C2 r99 Win7 64

  • Unfortunately there's no way to do that. Spawn/create object by it's name would be a nice addition to C2, but won't happen any time soon due to minify script on export.

  • As I understand it, you are all meaning adding a layer to all layouts simultaneously.

    Not really. In CC it was called "Inheritance Layer".

    It's a normal layer, can put anything on that with one difference, it can be called from any layout in the project.

    All you have to do is set up one layer in one layout and it will be accessible from any other layout.