Telyko's Forum Posts

  • Oh I see.

    Well if you just have 9 keys then you could create nine Variables (VarKey1 VarKey2,etc..) , one for each key, and when you push "Enter"

    Set RESULT text variable = VarKey1&VarKey2&VarKey3&VarKey4&VarKey5etc...

    Use the above method to set the numbers, just remove the sub events

  • You could set a "Pin" behavior to the objects you add on your wheel (I don't know what you want do to but let's call them decorations) and on their creation:

    Set Decoration1 position to Wheel.X and Wheel.Y

    Pin Decoration1 Position & Angle to Wheel.

  • What about:

    You create a Global Number Variable called JumpVariable

    then

    On platform jump:

    set JumpVariable = 0

    On platform land:

    - if JumpVariable = 0 set PlatformGravity to 10 for exemple & simulate jump & add + 1 to JumpVariable

    - if JumpVariable = 1 set PlatformGravity to 30 & simulate jump & add + 1 to JumpVariable

    - if JumpVariable = 2 set PlatformGravity to 50 & simulate jump & add + 1 to JumpVariable

    - if JumpVariable = 3 set PlatformGravity to Normal gravity & set JumpVariable to 0

    That way you simulate a bounce and you are able to define how many times it will bounce and can even set random values for gravity each time your object jumps.

  • What do you mean by "group it with another sprite so they become a global sprite" ? What do you wish to achieve exactly?

  • Could you describe how you "embedded" that video in Construct 2 please?

  • I'm not sure I have understood exactly what you are doing with those multiple virtual 3X3(?) keyboards but I think I get the general idea.

    You want to push a key on the keyboard, pushing it once moves that value from 0 to 1, pushing it again moves it from 1 to 2, and again, 0 to 1.

    By hitting enter you want to store that value somewhere after all the other values of the previous pushed buttons?

    I'd do hit like this:

    On layout startup:

    Set Global Text Variable RESULT = "" (empty)

    on button "A" pressed:

    if Global Number Variable A = 0 set it to 1

    Sub event: Append Variable RESULT with: ""&VariableA (1)

    if Global Number Variable A = 1 set it to 2

    Sub event: Append Variable RESULT with: ""&VariableA (2)

    if Global Number Variable A = 2 set it to 0

    Sub event: Append Variable RESULT with: ""&VariableA (3)

    on button "B" pressed:

    etc..

  • I think it can be done yes. It would however require complex events and actions with lots of variables.

    You could put transparent sprites on both side of the tower with a little gradient shadow, and a variable number going from 0 to 360 would constantly check which square to display or not. Turning the tower changes the blocks size and shade which give it a very nice 3D effect.

    I suspect a static layer with two vertical gradient shadows has been set above every rotating elements.

    It's cleverly done.

  • I don't think there is a need for a specific .capx.

    Just set a custom mouse pointer with a sprite.

    Then in Node-Webkit or Chrome: Hold down both mouse buttons, then quickly release both Left button first and Right button after.

    The mouse pointer changes back to the normal one.

    Ashley Could you tell if this is an actual bug and if it can be fixed? Like with a temporary solution while waiting for the official fix?

  • A solution would be to save your project under a different name then remove everything you don't wish to keep and then Copy/Paste the events, objects, sprites, etc... in your newest project.

  • I suggest you open the different CAPX exemple files and try to figure out how everything works. Games like Shank 2 have complex mechanisms behind them and one should start by learning the basics then go for more and more complicated. I would advise that you start by making an easier kind of game.

    Also, please try to pay attention to the way you write in English. It's hard to understand what you want.

  • Yes, this doesn't work because it's based on the data generated by the project. It doesn't go look for current system time.

    You're going to need to use the Node-Webkit object to write a text file containing system time.

    And on game startup load these files and set variables according to what it contains.

  • You should also check the sprite's effects if there are any. Like, "hue change", "brightness change", etc... Along with the number of frames and the animation speed if you have anything animated.

  • You can do it like:

    On W down: Simulate Jump control for Sprite1

    On UpArrow down: Simulate Jump control for Sprite 2

    Etc...

    Make sure both Sprites have the "Platform" property.

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  • Yes, you can do it with Construct 2. Search the forums for RPG .Capx exemples (.Capx files are the project save files).

    You will find exemples of inventory managements with items.

    Also know that if you are new to Construct 2, understanding the mechanisms and how everything works can take some time but it is worth it.

  • I think I understand what you mean.

    You press play. A random sound plays among the 5 sounds you have.

    Then Sound 3 plays, you have to click Card 3. If sound ends, you loose.

    You do it like this:

    Global Numbers variables:

    S1 / P1 / S2 / P2, etc... to 0 each

    You need to set tags in your "Play" sounds.

    On S1 stops playing: if P1 = 0 then player loses. if P1 = 1 play next random sound and set P1 = 0.

    On P1 clicked:

    If S1 is playing: Set P1 to 1.

    On P2 clicked:

    If S2 is playing: Set P2 to 1.

    etc...