Kyatric's Recent Forum Activity

  • Check your profile pages.

    Thanks

  • Your elements like

    "score=" & Score[/code:16qnh3sn]
    
    Should be in the "Send" field of the request, not the URL.
    Also never forget AJAX cross-domain request security mentioned in [url=https://www.scirra.com/manual/107/ajax]the manual article[/url].
  • I'm not sure what you exactly mean by "button prompt", but I made this tutorial that could possibly be of help.

    It allows you to set specific keys of a keyboard to realize specific actions within the game.

    So possibly, the overall mechanic could be of use to you and allow you to display your sprite and having an expected key pressed out of it ?

    Otherwise, consider posting your capx, that would make things easier to investigate.

  • Instead of an "Every tick" event, use "Is in touch" from the "Touch" object. This way the angle will only be applied when there are coordinates to apply.

    When touch is not touching, Touch.X and Touch.Y are both 0, and your sprite faces this direction.

    This will possibly have its own set of consequences later on (if you are having an UI for example, you will want to prevent the sprite from facing that direction when clicking/touching the button). You will likely have to refine/add conditions to your event later on depending on the rest of your game.

  • Check this answer

    It is for the right stick, but then having the same for the left stick is changing the index of the axis you are checking for in the formula.

  • Related to your other topic.

    It sounds like you are not using the Mouse object in your project, and so in the end are instructing your sprite to face the (0,0) direction right away and always.

    Again, you mention "Touch" (Touch object ?) if so use (Touch.X, Touch.Y) to get an actual set of coordinates to rotate towards.

  • Check the rest of the Tools and Resources forum which is more likely to contain informations on the subject.

  • Are you using the mouse input ?

    You mention using Touch. If so, you should be facing toward (Touch.X, Touch.Y), not (Mouse.X, Mouse.Y).

    Otherwise, consider posting your capx, simpler solution for us to investigate what is actually going on.

  • What's the release number you are using ?

    Try with the latest betas, it is possibly a bug fixed in those.

  • Look into the How do I FAQ section Audio, you should find everything you need.

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  • I'm sorry, it appears English is not your prime language, and it's OK, but I do not understand what mechanic you are looking for exactly.

    You talk about a limit of 5 bullets. So you should look into global and/or instance variables to count the number of bullets (or use the dedicated expression "Count") you have (on screen for example ?) and when the value is 5 do something.

    I don't know what you mean by "activate bullet". Enable/Disable them ? If so, use the appropriate action from the Bullet Behavior.

    In fact, it surely would be easier if you could provide your current project to let us know what you have so far and what is the context of coins and bullets you are talking about.

  • Welcome to text rendering where the font used and the results obtained vary from a browser to another.

    Though in your example what is not really obvious is if the character "<" and the word "Settings" are in the same text object ?

    My guess is they are not, and you are even possibly using a TextBox object in the mix which makes alignment even more difficult.

    Apart from correcting in the layout for each platform you are aiming to release on there is no solution I know of for such issues. Apart maybe using SpriteFont, but SpriteFont then bring their own set of difficulties and issues.

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Kyatric

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