linkman2004's Recent Forum Activity

  • The "On key released" events shouldn't be sub-events. If a key is released, then the "Key is down" condition won't run, and thus the sub-events inside won't run either, therefore it won't know register when the key is released.

  • Your "Weapons" group is disabled. Right click it, go to edit group, and uncheck "Disable group by default"

  • Since the back tire is attached to the front tire, it will basically rotate around that tire when you apply torque. You need to create a body with two image points, one for each tire, to be jointed to.

  • I don't know what spread value does, but I do know how to fix the problem. You need a "For Each" loop, which will loop through each instance of the specified object. This is found in the System object. Basically, just put a for each particlefan condition into the event where the fan blows you up(it needs to be at the top of the event), and then take out the ID checking condition since it's not needed. Hope that helps.

  • There's a "Set activated" action for objects with the platform behavior. That freezes all movement. Or, you could ignore user input if you just want the player to be unable to move the character.

  • Is there any reason why the image manipulator is so slow at copying files from a sprite or the canvas? I need to be able to transfer large images(4096x2048) within a timely fashion, but it instead just hangs. Even copying a small image(64x64) takes upwards of two seconds to copy from the canvas. Is this something that can be sped up?

  • In the project bar, left click once on the event sheet, wait a little bit, and then click on its name. Although I don't get why there isn't the option to right click and rename it.

  • I'm pretty sure it does. I know it works on Windows 7 64, and I'm pretty sure someone here has mentioned having Vista 64 with no problems.

  • Ah, I see. I can't really express how to do it in words, but here's a quick CAP I whipped up showing how to mess around with sprites based on their index: Sprite array thingy.

    Not the best demonstration, but I hope you get the idea.

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  • Yeah, I see that the dots don't render at double size. There's an easy way to fix that, though. Under the properties for the mini-map object, you can set the size of the dots, so you could just change that to something bigger.

  • From what I tested it seemed to work fine. You should probably post a CAP showing what's up with it.

  • I haven't had any problems with picking all of the paired objects at once. You need to use the "For Each Paired" for Object A, then use "Pick Paired" for Object B in the same event.

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linkman2004

Member since 15 Jan, 2008

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