xeed's Forum Posts

  • Indeed, you can't "name" a layer, you have to choose it from the dropdown.

    i guess u mean layout. and yes you can name them, just like event sheets. right menu -> Projects -> layouts -> select and then left menu -> name.

    so my way 'could' work too. didnt test it. your way is working fine.

  • stufa: thanks <img src="smileys/smiley1.gif" border="0" align="middle" /> i want to implement it on a little homepage as a top banner. but there will be nothing more, but bugfixes and maybe physics. just for fun.

    Ashley: no, i did not know platform behaviour brings its own movement with it. great information, like always <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi,

    1.

    i guess there is no way to copy all parameters of a layout into another one. would be a nice feature.

    but as solo layers click into the layout when all layers selectable -> ctrl+A ctrl+C

    new layout -> ctrl+V

    same for sheet.

    2.

    try

    + Every X Second

    -> Go To Layout ("layout"&random(3)) if you have layouts named layout2,3 etc.

    dont know if it works, but have fun trying <img src="smileys/smiley1.gif" border="0" align="middle" />

  • this makes sense...

    thanks for your help :)

  • Hi,

    is there a way to include the snap to grid tool in the menu to sprites in the game?

    I could also get it with an invible object and set to position, but I thought of a little function with the square size of the grid (x and y pixels) for the object to fit.

    Just an idea from me, I would love to see it implemented in future releases.

    xeed

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  • there is a "move At Angle" command for sprites which should do that.

    u could compare angle from the touchscreens finger position to player, and there u got the value.

    but i dont know if the trackpad finger position is handled like a mouse position.

    cya xeed

  • Hi,

    you got any idea to get a player kind of riding on a moving solid element in x and y direction?

    Here's the beta, i think its self explaining.

    rider

    the automatic movement would also fix the bug of falling from the side when the block moves up.

    thanks xeed <img src="smileys/smiley2.gif" border="0" align="middle">

  • Great Work, Thanks :)

  • like last time, i forgot to check the options above "System". did think it is listed as object in the main event sheet.

    as a global variable, i would recommend to list it in every event sheet.

    btw hope u had a nice holiday, Ashley :)

    greets xeed

  • hi,

    i have 2 questions...

    how can access the value of a global variable for a condition/subevent of an event?

    can i use defined global variables in every event sheet? if so, how and shouldn't it be displayed as compendium in every event sheet?

    thank you :)

  • I rebuild the project, now it works fine in a for-each loop with sub-events.

    ... and for each event you will have an action that will only happen when the condition is true.

    While or when? I guess the action is performed every frame and continue as i dont check the angle in a loop.

    If not, I still need to learn few (strange) stuff about c2 <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Did u make the Beginners Tutorial? I think it is more than essential for newbies in c2.

  • It is.

    I need to check the angle for each sprite. If it is 0-1 another action should happen as when the angle is 90-91.

    I tried as condition inside the for-each loop, but this puts an action for all conditions.

    When i use a sub-event, the action does not only happen every iteration, it happens like i dont use subevents. It occurs like a normal event in root.

    May this be a bug in r50?

  • I'd try this, but the sub-events seem to stay true forever. I got flooded with new sprites.

    I thought the conditions would make this thing being checked only once every loopindex. If i should use events for checking if/else parameters, whats the sense of conditions?

  • I guess u need to up the capx, but my first idea is to put the targets in a loop, like every 2 sec. then u check the closest target again.