WackyToaster's Forum Posts

  • depends on what you try to achive, right now you can change the rotation speed by changing the players rotation speed. I do assume though you want the camera to rotate not as fast as the player so you can try and use this

    set layout angle --> lerp(layout.angle, player.angle, 0.1)[/code:1wrp1q1l]
    There you can adjust the speed by changing the 0.1 to anything between 0 and 1.
  • I don´t think so

  • Anime Dress Up - 0/10

    Needs much more practice, stick to simpler art until you have enough practice

    Tap & Clapp - 2/10

    Pretty blurry and meh overall

    Rat Arena - 4/10

    Just feels kinda lackluster

    Angry Checkers - 5/10

    Has something to it, simple and effective. But there´s still quite room for improvement.

    Geometry Fresh - 5/10

    Not a big fan of the background

    5 in 1 - 6/10

    so simple, there isn´t much to complain about. Maybe just too simple but considering it was for a jam it´s fine.

    Arkanoid for Painters - 7/10

    This works, could need some more polishing

    Halloween Remembers - 9/10

    Defenitely the best one, maybe just needs a little polishing here and there

    Overall it´s pretty obvious you are a beginner, but everyone was a beginner at some point. Keep making stuff and naturally you´ll get better at it!

  • yolkgames Sorry, I really don´t want to make your game for you for free. I´m in if you pay me a few bucks, also: How urgent is urgent? 1 day? 1 week?

  • I´d do the following.

    • Give each card an instance variable. The same card will have the same instance variable, while a different card has, well, a different instance variable
    • Add two global variables, let´s call them "card1" and "card2"
    • When the first card is clicked, set "card1" to card.instancevariable
    • When the second card is clicked, set "card2" to card.instancevariable
    • Now compare "card1" with "card2". If they match, congratulations, you found a pair, keep the cards open, give points, whatever. If they do not match, reset the cards back since no pair was found.
    • It´s probably a good idea to clear both global variables, just in case. Now step 3-6 can be repeated until the last pair is found.
  • [quote:2e3sdtht]Please let me know if there is a more elegant solution.

    There is a more elegant solution.

  • The button has the "Set CSS style" action. You can apply all sorts of CSS to it, in your case you want to do "opacity" "0.00001" to make the button essentially invisible. and overlay it on the sprite.

  • You probably can just use every tick --> set X at the bottom of the event sheet.

  • You don't need a subevent, just add it in the on collision event.

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  • You can set the sprite flipped/mirrored. Should do the trick.

  • You just put the png above the buttons (z-order) so the buttons go behind the png, that still won't work with the button object tho. The png just has to look like the background it is on or be created to look like a menu.

  • [quote:2278jzx7]In any event, another route might be to use separate text objects instead of buttons, but the issue still remains: how do I mask (clip) the display of a set of objects? A single object works fine using the Source-In blend mode, but for a group of objects?

    I rarely used these blend modes so I can´t really tell. But food for thought, you could also just use a png with a gradient to transparent for very simple masking. No effects needed.

  • What you want is to send inputs from the phone to a different device. So your best bet are probably Websockets, maybe the multiplayer plugin but it might be overkill. You have the app on the phone that connects with the game, then transfer button presses to the game and have the game react to it.

    https://www.construct.net/at/make-games ... /websocket

    https://www.construct.net/at/make-games ... ultiplayer

  • As of right now, buttons will always be above everything else. What you can do is to use custom sprite buttons, is there a reason you are using the regular buttons? If you really really want to use the regular buttons, you could maybe pin a sprite to them and set the css opacity of the buttons to 0.000000001, so you still use the regular button object for all the logic, but you can get the visual effect you want. But at that point you might aswell drop the buttons entirely and just use sprites. In the current state, what you intend is not possible. iirc. there was a mention in a blogpost about this and that it might change in the future. (but I might be mistaken about that)

  • [quote:89k7o52y]4 different (Animation Tiles) to use on 400 Tiles is not a good idea to use the TileMap I guess

    4 different tiles are fine, BUT you cannot animate them. So if you don´t intend to animate them, use the tilemap.

    [quote:89k7o52y]I thought that I read in other threads that if the Tiles are the same it counts the draw call as 1

    Is should be sort of true if you use the same tile. So if you use the same tile 100 times it should be 1 drawcall (I´m not sure if it´s actually only a single drawcall but it should be faster) if you have 100 different tiles, each will have a drawcall.