TRMG's Forum Posts

  • lennaert

    Awesome! I used to replace the "www.dropbox.com" with "dl.dropboxusercontent.com" but this way is much easier!

  • > darn, i dont have the newest version of Construct... :/

    >

    The newest stable release is HERE: https://www.scirra.com/construct2/releases/r244

    There should be no reason for you not to upgrade to this version.

    It's usually best to stay on one version of a program till you finish a project, even if the update is a stable release.

    can you please describe howd you solve this problem?

    That would be neat! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Yup, here you go:

    So you'll need 3 objects (1 "Item" sprite, 1 "Slot" sprite and 1 "Inventory_Array" array)

    The "Item" sprite will have "Item_ID", "LastX" and "LastY" instance variables and the "Drag and Drop" behaviour:

    You'll need to add an animation frame for each object you want to store in the array:

    The "Slot" will only have the "Slot_Nr" instance variable:

    This is how the layout looks:

    An finally, this is the code (with comments):

    Link: https://www.dropbox.com/s/vihkr5qsl3iq3r8/Code.png?dl=0 (Too big for a photo =D)

    Let me know if you didn't understand something.

  • Ashley Would you mind helping me with this?

    EDIT: Solved thanks to Johncw87 :

  • ...bump

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  • Hey there, I'm trying to make this circle point downward relative to the world when tilting the phone from side to side.

    Img:

    (Link: https://www.dropbox.com/s/237oi0dw8bp2g ... n.png?dl=0)

    I tried using Touch.Alpha, but it isn't working on my phone... It rotates, but it isn't smooth and at certain angles, it refuses to rotate... It also flips 180 degrees when the phone is tilted on it's Y axis too much...

    I made this quick .capx if any of you want to try it and see for yourselfs (It can switch from Alpha, Beta and Gama, and can add 0, 90, 180 and 270 degrees of offset.)

    (Link: https://www.dropbox.com/s/geeytfhct5juj ... .capx?dl=0)

    So, what am I doing wrong?

    Thanks in advance for the answers =D

  • The actions you mean ?

    I suppose you have an additional condition.

    Just destroy the chains as in

    event 18 (on a new tap)

    and set the anchor off screen as in

    event 18 (new tap)

    event 22 (when the chain would go trough the player)

    event 23 (when the chain would be to long)

    Great, thank you!

  • Have fun coding that !

    Hey there, couldn't figure out how to destroy/reset the chain.

    What are the events that I need to copy?

    Here are the events:

    (https://www.dropbox.com/s/6y365wtg03l3l ... s.png?dl=0)

  • Here's what I meant by "dummy" family.

    https://www.dropbox.com/s/ojuggbnp8zeh5 ... .capx?dl=0

    It's far from perfect but it's something to build upon. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    I see, thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Have fun coding that !

    Heh thanks.

  • Looks like the base for a platformer. Not so sure how to combine platform with physics. I have not done that myself yet.

    It's not quite a platformer... it involves swinging, but that's about as much as I can say before it's done =D

    As for the physics platformer, that's pretty easy, you add only the physics behaviour and simulate the platformer behaviour with it (apply force left/right to more, apply impulse upwards to jump)

    From my limited experience, the two behaviours don't work to well together so this is a way to get past that...

  • That chain is not that difficult.

    This is using a family, hope you are licensed.

    https://www.dropbox.com/s/uwqn54ogqj7zq ... .capx?dl=0

    Notice that also the hook has now physics.

    Event 6 is rough raytracer.

    I have no idea where you go from there.

    Awesome, thank you very much!

    Also, what did you mean with "I have no idea where you go from there" ?

  • Share a simplyfied capx.

    Here it is: https://www.dropbox.com/s/iaatg7g92fsw0 ... .capx?dl=0

    The first chain would need to be linked to the Player's image point 1, the last chain needs to be linked to the GrappligHook_End sprite, and all the others to each other in order of their "ID" instance variable.

    Hope I explained it well enough <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You need a "dummy" family, with only your chainlink sprite. In a single event, you would now be able to select two distincts instances of the same object. One through the family, one through the object directly.

    Yes, but the objects aren't created at the start of the layout, so I can't add them to the family from the editor and I haven't found a way to add a new member to a family via code...

  • It's not possible... unless you use a family. You could then create the joint on an instance of the link to another instance of the family.

    Didn't really understand what you meant, could you explain it again?