linkman2004's Recent Forum Activity

  • I'd just like to note that the File object has been renamed the 'File System' object in the next build, and the I/O actions/expressions removed.

    Ah, you saved me then.

  • Alright, it's(mostly) finished. Somethings - the I/O actions/expressions - I wasn't able to document because I don't know their use. Perhaps the devs can fill us in on what those do. Anyways, here's the majority of it documented: File Object.

    Hope that helps you with using it.

  • Can someone write a wiki for the files object

    I guess I could write up a wiki article real quick. I'll post again once it's done.

  • You can. Just use the RGB expression. For example, if you want to have yellow, just put RGB(255,255,0) in the expression box for the color filter.

  • Heehee, I have the high-score. Pretty fun(and addictive) little game you have here. Although it would definitely be better to have the high scores displayed in game.

  • You have it rotating each ship towards Blue without specifying which Blue it needs to rotate towards. There needs to be a condition to pick which object in the Blue family is selected. Basically you just need a subevent under event 6 where it checks if Blue's ID value is equal to that of Global 'picker'. Here's a modified CAP with the fix.

  • Just a guess, but you could probably insert a "Trigger Once" condition into your pasting event. Can't tell for sure without seeing the CAP, though.

  • Would it be possible to specify multiple types of collision boxes? Street Fighter, for instance, has boxes to determine where you can hit others, and boxes to determine where you can BE hit.

    You could probably just place all of your hitboxes inside a container with the sprite then have them attached to image points on it. Although multiple collision masks could be a handy feature that I don't think any other program has.

  • Crap, I think it's broken. I just checked the CAP I made previously(the sample CAP didn't work), and it doesn't work anymore. Once I loaded it up in an older version it did.

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  • Just lump all of the pieces into a container. I did that and everything worked correctly. A lot of objects with bone movements(around 10) create a pretty sizable performance hit, though.

  • It's a shame that containers can't be used for this. Anyways, basically what you want to do is to give Object C a value called "attached". When Object C is created, set the "attached" value to the UID of Object A. Then, to pick it when you mouse over Object A, do something like this:

    (Both of these are conditions in the same event)

    +Mouse is over Object A
    +Object C: Value 'attached' is equal to Object A.UID
         -Object A: Set Opacity to X
         -Object C: Set Opacity to X
    [/code:37l3mwc4]
    
    I hope I explained that clearly enough.
  • Just wondering - is the camera object a plugin or something? I don't have any camera object in my object list. Only thing that comes close to a camera is that webcam thingy.

    The camera object referenced here is actually just a sprite.

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linkman2004

Member since 15 Jan, 2008

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