whazzup's Forum Posts

  • 3 posts
  • MAGICAL! Works now, thanks! I've updated the capx. It's a simple thing but not very obvious if you're new (like me), hope it helps someone.

    https://www.dropbox.com/s/ugwgv7o6tk5kqer/mouseclick.capx?dl=0

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  • Hi all,

    Testing a scenario where I have 3 mouse interaction states for an image, using animation frames, instead of the button object.

    Idle state: working

    Inverted Mouse: Cursor is over object, set animation frame to 0.

    Hover state: working

    used Mouse: Cursor is over object, set animation frame to 1.

    Clicked state: not working

    used Mouse: On object clicked, set animation frame to 2.

    The problem seems to arise because the clicked state does not override the hover state (if you can click the image, your cursor is definitely over the object). So hover state is always active in these 2 states. If I do not use the hover state, then I can get the idle and click states working together.

    https://www.dropbox.com/s/ugwgv7o6tk5kqer/mouseclick.capx?dl=0

    Or should I be doing things in a different way? Thanks in advance!

  • Hi all, my first post here. This is really an interesting software! I'm an artist, so computer logic is new to me, but I'll like to learn.

    Now, what I'm trying to do:

    1. Make a sprite rotate within 320-350 degrees based on arrow keys.

    2. Sprite contains multiple frames.

    3. By default, only Frame 0 is displayed within the 320-350 degrees.

    4. However, when sprite hits certain angles, for example 349 degrees, Frame 1 is displayed instead.

    This is what I have so far:

    <img src="https://dl.dropboxusercontent.com/u/7868767/Capture.PNG" border="0" />

    And my .capx file:

    dl.dropboxusercontent.com/u/7868767/XRay.capx

    So what should be a proper way to do the above? With my current way, the sprite switches to Frame 1 right after I start rotating it, and stays at Frame 1 without any more changes.

    Thanks for all help in advance!

  • 3 posts