thomasmahler's Recent Forum Activity

  • 6) Pause:

    Dunno if I got that logic right. What I did was:

    On "Pause" pressed - System: Set Time Scale to 0

    That works. Then I want to set the Time back to 1 if I hit "Pause" again. So my thought was:

    On "Pause" pressed, Timer is equal to 0 - System: Set Time Scale to 1

    I guess my thought process is wrong in that case, right?

    2) The 'GoldValueField' - I have a HUD with a Text called 'Gold' - underneath it, I wanted to create a text object (called 'GoldValueField') that displays the Gold value from the 'Gold' global variable that I set. So I created a:

    Start of Layout - goldValueField: Set text to global('Gold')

    Now, it seems to work, since it displays that global variables initial value (0)

    Then I created a 'coin' object and wanted to add '10' to the Gold global variable whenever a coin is collected, so I created this event:

    Player overlaps Coin - System: Add 10 to global variable 'Gold'

    Didn't work. I grab the coin, but the goldValueField doesn't update. It still says '0'

    The curious thing is that the same event works for private variables.

    I have a 'heart' object and created the following event:

    Player overlaps Heart - Player: Set 'Hearts' to 1

    And I have a heart icon in the hud that has 2 animation frames. If the 'Hearts' Private Variable is set to 0, it displays the EmptyHeart Frame. If the 'Hearts' variable is at 1, it displays the full heart.

    This works. It's the same logic behind both events, it works for private variables, but doesn't seem to work for global variables. What am I missing here?

  • Awesome, thanks a lot!

  • 5) Can't seem to find out how to do this:

    I want to have a global variable called 'Gold'. Whenever the player picks up a gold coin, I'll add +1 to this global variable - I can do that. Here's the tricky part:

    I want to display the Gold Global Variable on top of the screen, in the hud - so that the player always knows how much gold he has already collected.

    So how do I tell a text object to simply display the number in the gold variable?

  • 4) I'm trying to understand the resources tab now. Basically, that's where all the content is being stored if we're exporting to the .exe, right? So this is where I store sounds and stuff.

    I'm not sure I understand the structure though. Do I just add all the resources I need under 'Binary'? Would I add the sounds to Binary? I can't add a submenu there, which means that it'd be quite messy after a while.

    Also, if I rmb on the 'Font' Resource, nothing at all happens. Does that mean that I can't add my own fonts?

  • Man, I'd love to take a look at your cap file to see how you handled the combo system and the dialog boxes!

  • 11) Just a UI Continuity thing: If we press MMB on a tab, the tab should close. That's pretty much what ever software using tabs does, its easier than finding the 'x' button or pressing rmb and clicking on close.

  • 10) PSD Support. Characters can have lots of animation phases. If we could just setup the .psd, so that every animation phase is in it's own layer, we'd save tons of time.

    Implementation suggestion: RMB a frame in the animation and 'Insert PSD Sequence' - Construct would then import all the layers all by itself.

    That would save us all a LOT of hassle with defining animations by going to the picture editor for every frame, opening the image, etc.

    Also: Drag 'n Drop support would be awesome. Drag a png from the explorer directly to the frame you want to put it on - boom, done.

  • Maybe I'm simply missing it, but:

    9) In the Picture Editor, is there really no hotkey so that I can scrub through the animation of the sprite? I'd need two things:

    a) Playback based on the projects fps and the fps for this animation - so that I can check directly in the picture editor how it'd look during runtime. My suggested hotkey: Space (and space to stop the animation again)

    b) Scrub Hotkey so that I can play through the animation phases one by one, forwards and backwards. My suggestion would be to set the scrubbing to left and right arrow and put the hotspot nudging to ctrl + whatever arrow. Cause scrubbing through animations is the most vital thing ever and nudging comes second.

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  • Relax, dude. I just said x360 controller, cause it's a pretty cool PC Controller. Of course every USB Controller should work and not _just_ the 360 thingy. But the 360 controller is a pretty nifty PC controller.

    Let's keep going with the list;

    In the project list, why am I not simply able to right-click an event and delete it? I can right click layouts and delete the layouts, but I can't delete events here. Yikes. Why do I have to go to the event sheet manager for that?

  • Hmm, is it just me or does the app always crash if you select two events and copy / paste them into another event sheet? It's reproducable.

  • Did you look at the cab file? The thing is, I set jumping to 'Z', yet during runtime, Z isn't being recognized and jumping is still set to the left shift button.

  • Also, there seems to be a general problem with the beahvior. The moment I remove the platform behavior, I can't jump into the runtime anymore. Is that me screwing up or is that a bug as well? I do think it should work even without the behavior, right?

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thomasmahler

Member since 28 Jan, 2009

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