Kyatric's Recent Forum Activity

  • Make a Text global variable "PlayerName".

    Assign the content of a textbox object (textbox.text) to "PlayerName".

  • Apparently it is.

    It means that new house will be created and money deduced from "coins" when the icon house is left clicked AND that coins is greater or equal to 100. (meaning when you have 0 coins, you can't create new houses)

    Was that well what you were asking for ?

  • C2 r93 64bits; Intel Core i5-2500K GHz (x4), 8 Go DDR3, NVIDIA GeForce GTX 560 Ti (driver 301.42), Win 7 Pro SP1

    Firefox 13.0; Chrome 19.0.1084.56 m

    Consider this capx.

    The idea here is to store values into a global array created on the loader layout (as it is the first layout executed).

    Once the loading complete, we're taken to Layout 2 where clicking on the button allow us to cycle through the elements of the array and display them.

    Hit preview on the capx, in FF and Chrome, it works as intended.

    Now, export the project, try it in local or even hosted online, the global array seems to disappear and only 0's are returned.

    Link to the exported project.

  • Drag/drop the condition of event 3 in the event 1.

    That would give :

    Mouse: on left button clicked on HOUSE

    System: Coins >= (greater or equal) 100

    --> your actions

  • You probably should add the animation to another sprite than the sprite with the platformer behavior.

    This way, you can pin the sprite with animation, have it rolling and whatnot while your Player sprite keeps a single frame and so handles collisions better.

  • delgado: are you sure you installed it again ? That it is in your exporters/HTML5/behaviors folder ?

  • Have the boomerang sprite have an instance variable "Parent" in which, on creation, you store the Base.UID

    Ex:

    => On start of layout

    --> System: create Base somewhere on layout

    --> System: create Boomerang on Base.x, Base.Y

    --> Boomerang: Pin to Base

    --> Boomerang: Set Parent to Base.UID

    With a Boomerang pinned to the base you only need to bother about Base's trajectory, the Boomerang with a rotate behavior will rotate on itself directly.

    And you can have a

    Base: On destroyed

    Boomerang: Parent = Base.UID

    --> Boomerang: destroy

    Picking the Boomerang instance that has the same UID as the currently picked Base does the job.

    Same goes to pick Base by UID => Boomerang.Parent (if you want to pick the Base related to an already picked Boomerang)

    Example commented capx

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  • Or even using a "base" invisble object with the bullet behavior on top of which the actual boomerang is pinned and rotates.

  • Action duplicated means that you have some actions, defined in the edittime.js file, that have the same index.

    In the lines beginning with "AddAction(x," (where x is a number) make sure x is never twice the same.

  • Anyway the better way to set an array's size is by using the action "Array: Set size".

  • Armor Defense = Helmet Def + Armor Def + Pants def + Boots def

    It's adding the values of several variables (possibly instance variables ?) and setting the result as the value for another (instance) variable.

    Either your question is too vague, either badly formulated.

  • Tutorials :

    * how to use layouts to make custom loading screens

    * How to create a custom loading bar for your game.

    Downloading assets for the game is done on the launch of this one at the very start.

    If you have a 2 seconds delay in your transitions between layouts, there's a problem somewhere in your project as loading/downloading is supposed to be complete (unless you're preloading sounds/heavy assets).

    Anyway, the loading isn't layout/layout but well for the entire project at start.

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Kyatric

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