R0J0hound's Recent Forum Activity

  • Why pay for what you can get for free?

    https://www.dropbox.com/s/7m8yck2a3t13s ... .capx?dl=1

    /examples7/rubber.capx

    Anyway hope you find it useful. If not, I had fun making it.

  • Adding an "if" condition is unnecessary as all conditions imply an "if".

    "else" would be nice to have as Construct Classic has it, but it can be simply done with inverted conditions.

    <img src="http://dl.dropbox.com/u/5426011/pics/ifelse2.png" border="0" />

    Which is what the branch plugin does, but if you want if/else to work with picking the you'll have to resort to events:

    <img src="http://dl.dropbox.com/u/5426011/pics/ifelse1.png" border="0" />

    "or" can be done like traditional programming by using a local variable:

    <img src="http://dl.dropbox.com/u/5426011/pics/or.png" border="0" />

    Or if you want to use "or" with picking:

    <img src="http://dl.dropbox.com/u/5426011/pics/or_with_picking.png" border="0" />

    "while" isn't really necessary as we already have the looping conditions "for" and "repeat".

  • If not using families you'll have to do it like this for each object type:

    On Function "Properties"

    System Compare: Function.Param(1) equal to "ObjectA"

    ----Set Array(1) ObjectA.X

    ----Set Array(2) ObjectA.Y

    System Compare: Function.Param(1) equal to "ObjectB"

    ----Set Array(1) ObjectB.X

    ----Set Array(2) ObjectB.Y

    But bear in mind that only the first instance of of a object type will be used. To get around that pass a second function parameter with the UID of the particular instance you want saved, and pick it with the "Pick by UID" condition.

  • The % symbol gives the remainder of a division.

    So with loopindex % 5 you get:

    0 % 5 => 0

    1 % 5 => 1

    2 % 5 => 2

    3 % 5 => 3

    4 % 5 => 4

    5 % 5 => 0

    6 % 5 => 1

    7 % 5 => 2

    8 % 5 => 3

    9 % 5 => 4

    so each frame each animation frame is used twice.

  • Your link isn't working. Since Construct stopped working in the middle of the saving process the whole cap may not be recoverable. Post the cap again and I'll at least be able to recover most of the images.

  • The chrome and antivirus issue may be this one:

    http://chrome.blogspot.com/2011/09/problems-with-microsoft-security.html

    It's likely slow because firefox doesn't use canvas acceleration in winxp.

    This is talking about ff5 but ff7 seems the same.

    http://www.favbrowser.com/firefox-5-and-hardware-accelerated-canvas-for-mac-os-linux-xp/

  • I wouldn't use a different object type for each card. You should just need two. One for the positions and on with all the different cards as animation frames.

    Then it can be done simply with two events:

    http://dl.dropbox.com/u/5426011/c2/cards.capx

    You can then pick a card at say position 6 with two conditions:

    Sprite: instance variable position=4

    Pick Card by UID: Sprite.card

  • Just give the enemy sprites a high x speed away from the player:

    http://dl.dropbox.com/u/5426011/examples7/knockback.cap

  • Yep, everything about global objects is preserved with a layout change.

  • For smooth flashing:

    Once per second:

    Set Opacity: 50*sin(time*360)+50

    Twice per second:

    Set Opacity: 50*sin(time*360*2)+50

    Or for a traditional flash (visible/invisible):

    Set Opacity: 100*(sin(time*360*2)>0)

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  • What is it? It's an object that creates a silhouette form the object it's attached to.

  • I don't know of any off hand, but a way you could go about it is have two sprites for the player. One of the legs and on for the torso. Put the hotspot of both sprites at the waist and give the legs the platform behavior.

    Then use an event like this:

    Always:

    ---torso: set position to legs

    ---torso: set angle toward position (mousex, mousey)