R0J0hound's Recent Forum Activity

  • Yes it is possible, and then events will look practically the same as your pseudo code. How far were you able to get?

  • 1.

    Notice if you have the piranha going left initialy it works left to right. The solution is to use else in there so that it turns left to right or right to left but not both at the same time.

    EX:

    + Sprite6: On collision between Sprite6 and "Solid"

    + Sprite6: Animation "Swim Left" is playing

    -> Sprite6: Set animation to "Swim Right"

    + System: Else

    + Sprite6: Animation "Swim Right" is playing

    -> Sprite6: Set animation to "Swim Left"

    2.

    When you go to the pause menu just use the system expression "LayoutNumber".

    -> INI: Write value LayoutNumber to item "layout" in group "Player Stats"

    All that's left is to load the "Layout" variable in the pause menu events at the start of the layout. Then it works.

    Here's your cap with the fixes for a visual: http://dl.dropbox.com/u/5426011/fixed/plat.cap

  • In the image editor when you select the image points tool there is a dropdown list at the top listing all the image points. To the right of that is a "+", click it and it opens up a dialog to add/remove image points.

  • For the second Q imagepoints should work. Imagepoints are like the action point in clickteam products but you can have more of them.

    Ex:http://dl.dropbox.com/u/5426011/examples4/imagepoints.cap made in 0.99.97

  • I don't think the file is fixable. I opened it in a hex editor and it's all zeros. The only option is to go back to the last backup.

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  • [quote:29t9f1ed]r seem to be the "speed" of the ball

    Actually I think it's the radius.

  • I'm going to have to vote

    maybe...

    Would it still be possible to do a condition like "Sprite is overlapping "Solid""? That is the main (only?) situation I use attributes, since unlike families no picking occurs and objects using different plugins can have the same attribute.

    Actually a condition like "Sprite overlaps any object with behavior "Solid"" would remedy those two issues.

    Also custom attributes could be solved by allowing the behaviors to be renamed at design time. So one behavior called attribute that can be renamed to whatever attribute: "solid", "platform",etc...

    On second thought I'm voting yes, the idea has a lot of potential.

  • No, unique ids cant be changed. You can see what the unique id is with the .UID expression.

  • [quote:tl0o5nwo]Is there a way to type the tab character ('\t') when setting text in a text box?

    Two ways come to mind:

    1. Type tab in Notepad and copy/paste it over.

    2. Use the python expression: python("'one\ttwo'")

    [quote:tl0o5nwo]How many spaces is this tab?

    Measure it and see.

    [quote:tl0o5nwo]Is there a way to set the tab spacing amount?

    You can do this manually by using a bunch of spaces instead of tab.

    [quote:tl0o5nwo]Also, is there a way to set the width (eg. 4 spaces)

    EditBox has an action for that: "Limit Text"

    [quote:tl0o5nwo]alignment (left or right)

    Left is default. Right is not possible without using the winapi through python.

  • [quote:34a2fx0d]This doesn't solve the problem (it still pastes to all the sprites)

    The Sprites share the same texture, so if you change the texture on one all of them change. One way you can do it is give the Sprite 16 animation frames and assign each instance a different frame. Another method is use TiledBackground objects instead of sprites. They can each have different textures but only with the load texture action, so you'll have to save the image from the canvas to a file first before loading.

  • Until we get a xml plugin, python can be used to load xml files.

    This topic has some caps that load Map Editor files using python:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=7670&hilit=mapeditor

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R0J0hound

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