Kyatric's Recent Forum Activity

  • In the Plugin for C2 section of the forum you can make something similar using The pathfinder behavior to calculate paths like in the RTS behavior, and use the MoveTo behavior for the movement. (Or check out the "Object moving" section of the How do I FAQ)

  • Well a fair share of such capx have been posted in the How do I section and I regulary update the How do I FAQ with topics and capx.

    The best way is to drop a line in the FAQ (or PM me) so I can add the link when you realize an example.

    Don't bother for your first two examples, they already have been added. ^^

  • For references you can find a capx about isometric tiling in this topic.

    The logic is pretty much the same.

  • You should check this topic out.

  • You should take a look at this thread.

    PHP is a full language, you need to learn its basics.

  • Pretty much what vtrix said except that instead of replacing the crates object, you can set them to physic.set immovable to true. This way, the crates won't move.

  • Nice update, it is more comfortable playing now.

  • krish: then add an action "animation start" right under "set animation"

    Somebody : There is a system.Trigger once while true condition too in C2.

  • Oooooh OK. Seems a bit obtuse but seems like that's the way the system does things. <img src="smileys/smiley29.gif" border="0" align="middle" />

    How would I do this specifically? Add two conditions to one of the already existing "not over" events? Add a sub-event? Or some other way entirely?

    Implementation is up to you. I'd go with setting the "not over" event in "Credits" group.

    Or create a specific group for this event to keep parts separated as you did so far.

    While I'm here, is there a way to determine which specific CutscenePreview is clicked?

    Create an instance variable to the object CutscenePreview (ex index) and set a different number to each instance.

    From there you can make subevents under the event "On cutsecenes clicked" to test the value of cutscenes.index and so send to the correct layer.

    ex:

    + Mouse.On CutScenePreview clicked

    ++ CutscenePreview.index = 1

    ++=> goto layout MC-1.

    ++ CutscenePreview.index = 2

    ++=> goto layout MC-2.

    etc...

    Oh and maybe one more thing, is it possible to link an object to a URL?

    The browser object allows you to open a tab/use the current page to an url you specify.

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  • Sounds like a trouble with the position of the hotspot (red cross button) in the first frame.

  • For the hand cursor I had the same "bug". It's code/logical bug though.

    When your cursor is over the Play button, it is also not over the CutScenes and Credits button, so as the events are read from top to bottom, the test for the CutScenes button works as the only "not over" condition is false.

    The solution is to save 2 events and have a single common "Not over" condition testing if the mouse isn't over the three buttons. If it is not, then the cursor is to be "normal".

    For the bug B, your layout WorldSelect is linked to the event sheet CutScenes.

    CutScenes includes WorldDisplay which include back.

    But in all this, the click condition is set in "WorldSelect" event sheet, which is not included.

    Include it in CutScenes for example, and here your screen takes you to MC-1.

    You have a nice interface/GUI, very sober and well thought.

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Kyatric

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