linkman2004's Recent Forum Activity

  • Zharzew - That's an excellent idea! I'll see what I can do about it.

  • shinkan - Yeah, sorry it's been so long, man. I have finals next week, but after that I'll look into working on the specific things you mention. Hopefully I can get something out relatively quickly.

  • Do you have an example file I could take a look at? I might be able to help you out in that case, see what's up.

  • From my understanding, you're wanting an object to break if it falls from too high of a height, correct? I think you're over complicating this by wanting to get the height an object has fallen from. Instead, I would just check the Y velocity(Object.Physics.VelocityY) of your physics object - if the velocity is greater than your designated threshold, break the object.

    If you're not using physics, the same concept applies - simply check your Y speed/velocity.

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  • squiddster is correct on the purpose of this forum. I've gone ahead and moved this topic to the "How do I..." forum.

  • In this case you don't want to use "Pick nth instance" because you don't know the index of the object you want to pick. Instead, you should use the object's "Pick top/bottom" condition. When multiple objects have been picked by an event, this allows you to pick only the top-most/bottom-most object. Here's an example:

    Z order picking

    Hope that helps.

  • The below image shows a good way to go about this:

    <img src="https://dl.dropbox.com/u/917406/releaseButtonExample.png" border="0" />

    Explanation time!

    The first condition shows a standard "Is touching object" event, but inverted. This means that if the object is not being touched, then the condition will be true. To invert a condition, right click on it and press invert.

    The second condition indicates that if the condition(s) above it are true, then the event will only run the first time that the conditions are true - however, if the conditions become false and then return to true, the event will run again.

    Initialwidth simply implies the initial width that the object took.

    Basically, it boils down to this: the first time the button isn't being touched, change the width of the object to the original.

    I hope this helps you out.

  • Looks pretty good so far, although I have a couple of suggestions:

    1. The kana pictures on the learning mode should probably be bigger - there's quite a bit of wasted space there. It would also be cool if the learning screen had an option to move through the kana automatically.

    2. The test mode is a little slow - it would be better if it went to the next kana immediately after ejecting the previous one, to keep the pace up. In addition, it would be more convenient if you could enter the transliteration of the kana by pressing the enter key from the text box instead of clicking the button.

    Anything that helps people learn Japanese is great in my opinion, so keep it up!

  • I had to descend to the depths of Hell and claw my way back out, but I managed to retrieve it:

    Map editor example

    I can't make any guarantees that it still works, but there it is.

    Here's a link to the old forum -- forum uploads didn't transfer when the forums changed, but you should be able to grab most of them there. For future reference, I'd suggest going going there before resurrecting 5 year old threads.

    I hope this helps you out. :)

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  • I'm locking this topic as of now - it's become clear that nothing productive is coming of this thread. I'd just like to remind everyone to retain civility.

    roracle - This really isn't an issue to discuss with the community. I'd suggest taking your concerns to @Ashley or @Tom directly.

  • There's a system expression called FPS that returns the current frame rate. All you need to do is add a text object and every tick set the object's text to the FPS expression.

    Hope that helps.

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linkman2004

Member since 15 Jan, 2008

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