TELLES0808's Forum Posts

  • Ohh, thanks newt , like on the video, the software's I have contact use Shift ^^

    edited: it still missing the multiply selecting area, but help a lot xD

  • I noticed, when selecting objects on the canvas, Construct 2 don't support add more objects while pressing Shift.

    When you select a part of objects and want use the area selector holding shift to add more objects from another place, it clear the selected objects from the first selection.

    I did a video to exemplify what I mean.

    youtu.be/wqJBxUte6ug

  • Thanks buddy, I already used it on the sandBOX ^^

    Later I'll try to make a Tutorial of how to handle situations of animation transitions, because they are very trick.

    []'s

  • I can't help you in this issue, but if you want make a game with many layouts and each one calling a event sheet where you do a different type of game, then, yes, you can call all the games (layouts) by doing a main menu. It helped?

  • Exactly, can you post a screenshot showing this feature please?

    I was searching and didn't found it.

  • Agree. It would help a lot, specially to maintain layers like HUD.

  • I'm using the latest Chrome 21.0.1180.79 m.

    Here is a video: youtu.be/FGtNDHCsj94

  • My bad Ashley, it was a misundestand about the mouse.absoluteY and mouse.Y .

    Thanks!

  • Here's a video.

    I think a file wouldn't help, because it'a more about a procedure than anything else.

    youtu.be/GmpZPSE31ic

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  • Ashley,

    I did a video, sorry for the inconvenience. =(

    youtu.be/bBPcjdbxRho

  • sorry, the video was private, instead of non listed. On the video you'll understand.

  • I love to use it for change weapons, for example.

    Weapon instance have the variable called by "type" and it's set to be text. Also, you can make other variables like "damage" for each different damage you want, or simple increase it like you did for the weapon.

    Inside the animations, I did them calling each one as weaponN, where the N is a ordinal number.

    When the player change his weapon, for example, of the 1 to the 2, I just set it looping:

    |Keyboard - "A" pressed:

    |__set weapon.variable.type add +1;

    |weapon - variable.type > 10:

    |__weapon.variable.type = 1;

    |system - every tick:

    |__set weapon.animation to "weapon" & weapon.variable.type;

    |__set weapon.variable.damage to weapon.variable.type;

  • apple: on collision with bubble

         apple: pin to bubble

    should work with multiple apples/bubbles.

    Sometimes We complicated what is simple ^^

    How it work with concurrence when hitting, or, for a single apple don't pin in multiple bubble you still needing to make a variable Boolean too, call it as "already pinned" and set ON when the apple pin to the bubble.

  • + Finally runs without downloading anything from the web.

    + Uses its own datafile to load graphics and effects.

    + Fluid framerate.

    Just what we have been waiting for!

    Now the only thing remaining for beginning serious development is the enlargement of the parameters text input, for older people so we don't tire our eyes typing in the formulas currently displayed with a tiny font.

    Good work! Waiting for developments.

    Why you don't zoom the event sheets? ^^

  • You're luck today ^^

    It's a tutorial to help you understand how instances works.

    scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    I would recommend you to make a "instance variable" called "ID" for each bubble and each apple and make the condition to meet for the apple colliding with the bubble, check their ID and setup to pin the apple ID "x" to the bubble collided bubble with ID "y"

    I'm sorry to don't create a CAPX for you, also, hopping this explain help in anything.