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  • Another strange thing is that when you create a group indicating a particular condition, the group is created out of the condition, the group is created above the condition is not created within it.

    The event is created correctly within the condition (pressing key B) but the group is created outside the group, the group is created above the condition.

    There you are just missusing C2. If you want to create the group as sub-event of the event "Else/Var=4" and before the blank sub-event, strictly select the blank sub-event, not the top-level event.

    This is another strange thing, I do not know if it's a bug or something I do not understand the functioning of C2.

    If the "Group 2" group is enabled the condition "Else var = 4" is not executed when the global variable "var" has the value 4.

    For run the condition when "var" is = 4, then you must disable the "Group 2" group.

    https://dl.dropboxusercontent.com/u/60803633/testGroup2.capx

    ELSE is meant to execute only when the event previously to it hasn't executed.

    Groups are considered events (hence why they count into the total number of events of the project). So when running through your "Group2" empty group, else considers the previous event has executed, and so won't execute the current event.

  • For case 1, it is important how far to the left you are moving the cursor of your mouse.

    You see the preview quickly shifting from an indented line to a plain line and likely before/when you drop the groups you actually move the mouse back to an indented line (that makes a little arrow with an indent instead of a plain line on start of "Group").

    It is important also to place your mouse to the top, towards the group you want to move the groups to. In your gif, I suspect you actually have your mouse overing Group2 on drop.

    Do place it to the extreme left of the top group and make sure the preview represents what you are aiming to do and the moved groups won't be sub-groups but same level groups.

    Like for any event.

    I can confirm that when you use the preview and position correctly your mouse the groups are moved where and as intended.

    To make commercial usage of games made with C2 you need at least a personal license.

    Then you need to read the terms of use of the playstores you are attempting to reach.

    Most of them do not allow for a third-part user to upload the games in the name of someone else. What you provide to the store is your responsibility.

    If you have a valid C2 license use it. And create your own playstore account to provide your own material.

    And wrong forum anyway.

    Closing the topic.

  • Well, they are youtube videos, so unless you haven't set your youtube account to use the HTML5 player, indeed it will try to use the Flash player.

    That is up to the configuration of your Youtube/Google account as far as I can tell.

  • As seen in the How do I FAQ :

    [quote:1mraa0wb]Round and limit the number of decimals of a number - LINK

  • Based on alextro's example :

    Can likely be better applied (to determine the angle doors are supposed to turn to), but that's the idea on how to have them each doing the smooth move each time they are hit.

  • For a "simple" grid movement "ghost", you can check the tutorial I made about turn-based local mutliplayer game board, one of the mechanic is to provide such "ghost" of available movement.

    But it doesn't take into account the movement cost.

    Possibly you could modify it in order to add it to your own mechanic.

  • Be sure to use the latest stable or beta release available for C2, and make sure to export your game using the "Scirra arcade" export.

    If the resulting game.zip archive still gives issues, consider sending it to explaining all the steps you have done, the version you are using, the URLs for your game and so on.

  • Use the Function object and make functions with it.

    Have the root foler execute a function "InitPlayer" that is situated in the Player "folder", and a function "initEnemy" situated in the Enemy folder, and so on.

    Don't hesitate to add prefixes to the names of your functions to "situate" your functions (for example Player related functions could start with "PLA_").

    If you have 3000 events, you have possibly room to actually refactor and simplify a lot of your code and using the Function object could be the first thing to do on that track.

  • Host your capx file on some online service (dropbox, google drive, prefer services that offer the download in one click, without ads and so on) and provide the public link to the file in a message posted in the forums.

    As you are a new user, posting the link make sure to either post it as plain text putting spaces in the url so it isn't simply deleted by our spam filter, or consider earning quickly enough reputation to be able to post URLs.

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  • I'd say the issue comes from the wait command here when you are trying to stop the tag.

    The moment the action is actually performing, the temporary "tag" is forgotten, hence why it doesn't stop.

    A solution that seems to be working is to set the tag in a temp array :

    Example capx (r237)

    Also a note, even though you are making a big random number, in the absolute there is the possibility that you may end up with two different sounds having the same temp tag. You may want to "lock" that as well with an array too, that would allow you to prevent the same two tags from being used at the same time (before playing your sound you generate the tag thanks to a recursive function if the generated tag is found out to already be used).

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Kyatric

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