Yann's Forum Posts

  • I think you just need to let c2 create the array before trying to pick it.

    It seems c2 need a tick to do that.

    This seems to work as expected :

    arrayPicking.capx

  • My good old November capx

    Still seems nice to me, you even get the wiggling for when you put too much strength

    arrow.capx

  • Heh good thinking, but if you just create a bunch of sprites on start of layout, first I don't think the fps will drop that much, and second it will just drop like a few miliseconds on start and will be fine afterward.

  • You can set the initial frame in property, and to chain different instance... It's probably not exactly what you want, but in this idea I did a rop example a while ago

    rope.capx

    But still without much detail about your game we can't really say that it's the best solution for you.

  • Again, why don't you put all your object in different animation frame of one only sprite and use a bolean to switch control on and off ?

  • I don't know about your game but I'm pretty sure you can put all your potentially hundreds of different objects in one only sprite.

    But to be sure it would be good to explain a bit more about your game.

    Also variable for families... Ash is probably working on it. Families are pretty new.

  • 'cause you can't get the focus on the textbox if it's either invisible or out of screen.

    You could replace the textbox object with a text variable and the keycode plugin maybe, but I didn't want to use a third party plugin for my example. So I had to stick to the textbox even if I had to let appear a bit on the bottom of the window.

  • Weishaupt What do you mean? I don't do anything...

  • Actually it simply deletes the first line as long as you exceed the line limit (:

  • If you plan on having many button you might want to save this kind of data a more efficient way like:

    1/ bit flags in a global number

    2/ global array

    3/ global tokenized text

    so you keep track of things from layout to layout

  • Yeah exactly, it's an expression inside c2 all expression follow the same rule/syntax so & is a concatenation operator, and you can concatenate any thing so you can use global &MyVar& or instance &Sprite.myVar& or anything you want.

  • for the image point thing, I was just being cautious, I hadn't checked when I wrote that.

    There's indeed a tiny offset when you fall. Offset like that often happens for very fast movement, and in your case I don't think it will really be that noticeable once you make the hitbox invisible.

    It will still be accurate enough I think.

    Anyway, mmmmmm

    ok I found the issue. The pin behavior seems to work after the hitbox positionning event occur. So the hitbox is always one frame late.

    Solution: don't use the pin behavior and make sure you position the animation sprite to the detection sprite before positionning the hitbox.

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  • Probably because you only spawn it, you have to set its position to the image point as long as the attack is playing... And you should have this image point on all your attack animation frames.

  • Should be interesting:

    closeDetection.capx

  • Not yet (:

    In cc there was filter. It was a color put on top of your sprite (probably with multiply mode but I'm not sure)

    But in c2 you can't do that yet, pixel manipulation is a pixelShader thingy that works with the graphic card. So it would be a webGL thing... and it's not yet implemented in c2 (dunno if it is in webGL yet)