Yandraker's Forum Posts

  • 11 posts
  • Okay so, basically all I had to do was make an empty layout before the one with the game to make sure the music would start on that empty layout and then play trhough the game.

    Still, knowing how those expressions work could come in handy

  • I made a game which requires to restart the layout often, but I want the music to keep playing(And before you suggest it; No, it's not possible to avoid restarting the layout without having to redesign the entire game).

    So I looked at the audio expressions and there's something called PlayBackTime, and something called Seek.

    Basically I made a global variable that I want to store the time of the song when triggering the condition that restarts the layout, and want to access it when the layout actually starts.

    The problem is, when I try to set the value of that variable to audio.PlayBackTime, it won't let me. It says "Wrong number of parameters. 'Playbacktime' does not take 0 parametes (should have 1)"

    I think this is possible to do beause the expressions ARE THERE, but I'm confused as to how to use them.

  • Thanks a lot, mindfaQ, but doing that generates some problems...

    For some reason, the platforms are not spawned correctly; It's as if it ignores the animation frame. I want the frames to show some different graphics, so the frames need to be right!

    Here is an updated version with what mindfaQ suggested:

    dropbox.com/s/wgkup3hwh2dd2su/blockproblem.capx

  • I am making a platformer that would have big blocks which would be randomly generated. These blocks then spawn platforms on their imagepoints, so the locations of the platforms vary from block to block.

    Also, the block is a single object; what varies is the frame, so each frame has its imagepoints in a different position.

    As long as all the frames have the same number of imagepoints, there's no problem, but I want to make the different frames have a different number of imagepoints and be able to do this.

    Here's the example: dropbox.com/s/wgkup3hwh2dd2su/blockproblem.capx

    Let's say I want to have 4 imagepoints(not including the origin) on the third frame. How can I do this?

    I suspect the expression ImagePointCount can be helpful here but I don't know how...

  • Hello, if you're using Phonegap this might be useful:

    github.com/cogitor/PhoneGap-OrientationLock

    Construct creates some javascript files when you export to Phonegap, but since I have no knowledge of javascript I don't know where(there's several files) you're supposed to paste that code.

    If anyone could clarify that to me it'd be great. Hope it helps, and hope you help me too <img src="smileys/smiley2.gif" border="0" align="middle" />

  • That's great, it's pretty much what I wanted.

    But what do you mean it's not uniform?

    And can you explain what the Scale function does? I'm guessing it modifies the units each layer works with, but why doesn't that make the boxes smaller or bigger?

    Thank you very much for your answer.

  • Hello, I was searching how to do something quite similar to this.

    (Here's my post scirra.com/FORUM/topic65335_post400758.html

    If you ever figure out how, let me know!

  • I tried to alter the top object's distance to the bottom object by using the distance of the bottom relative to the player, and this is what I got done: dropbox.com/s/b7aagrv02sxmnxr/Red%20towers%20text.capx

    Now there's several problems: the Top object will only move in diagonal lines and furthermore, it changes its position suddenly when the player walks past the Bottom.

    Edit: I also noticed it only takes ONE of the Bottoms as a reference, not each individual one.

    My idea was to make the Top object orbit around the Bottom, 360 degrees, getting closer or further to the Bottom depending on the players position to the Bottom itself.

    Any ideas?

    Thanks for your time.

  • Hello.

    So I'm making a 2D top down RPG game (Think Pokemon or the early Final Fantasy games) and I wanted to make a fake depth effect for different heights.

    First, I though I would be able to do it by using different parallax values depending on the layer height, and this is what I got:

    dropbox.com/s/oatban7plfo3mj4/parallax3Dtest.capx

    Basically there are green "towers" which are supposed to be high. I would use this to simulate height on different objects such as buildings.

    The problem is the further the objects (green towers in this case) are from the left side of the screen, the more deformed they get.

    Can you set the parallax origin somewhere else, for example, the player?

    I think I could make it by making the different height layers move more or less depending on how far the player is to an objext, but I think that would be quite complicated to make, and also would take quite a lot of memory, as I'm aiming to release this for mobile devices.

    Any clue on how to make this?

    Thanks for your time.

  • I've just read about both of those things but I'm still confused. Can you be more specific?

    1) Which object should pick which? The projectiles or the enemies(coloured balls)? I've tried some things but the projectiles keep homing towards the balls in the same order.

    <font color=cyan>2) I understand what you're saying I have to do, but I'm not sure how to do it. Would that be a 'compare 2 values' condition?</font>Edit: Nevermind, number 2 is solved.

    Thanks.

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  • Hello, I recently started using C2 and I've looked at quite a lot of tutorials, but I couldn't find anywhere how to solve this problem. I want to make a 2D rpg for touch screen devices, so here's what I did:

    dropbox.com/s/yxwjd1ku3j0l08z/RpgPrototype.capx

    As you can see, you will only shoot arrows when the enemies are in range, but the problem is the arrows always go towards enemies in the same order(That is, the order in which the enemies were created) instead of going to the closest one, so you will always attack the same enemy no matter where you are. How can I fix this?

    A much smaller issue(which I already tried to fix until I gave up): I want to make the camera follow the player(moving slightly slower than the player), then make the camera go a little faster when you release the button until it gets to the player position, as smoothly as possible. The problem is the camera sprite keeps moving around the center of the player forever, vibrating.

    Thanks for your time, guys . <img src="smileys/smiley1.gif" border="0" align="middle" />

  • 11 posts