Kyatric's Recent Forum Activity

  • Can you define more clearly what is it you are trying to achieve ?

    Consider providing more precise informations as to what you are willing to do, what you already have done (consider providing a local copy of your project for others to investigate as it is often clearer with an accompanying project) and what you expect your current project, as it is set up to do.

  • I did when using said properties and exporting as an APK out of Construct.

  • I've checked an example and it looks to complex for me. So there is no possibility if 2 sprites one on another to define which object was clicked? So why does Event for mouse has a name "On object click" if in real it clicks everything what under this point and it can be 100 objects? May be it is good to change the name or description for this event?

    I think you need to understand the difference between object types and instances as well as how events work.

    When you click an object type it will pick the instance(s) you are clicking on.

    If two (or more) instances are in the same spot you are clicking on, all those instances will be picked by the event and the actions will be applied to those instances.

    Unless you do use further conditions in the event to thin out the instances picked (what "Picking top instance" does returning only a single instance).

    or may be you can send me your event tab (as photo) i will try to reproduce it on my Mac.

    I already did provide you the content of the project as text in my previous message.

    To add an image, upload it at the bottom of the edit box, it gives you an ID.

    Add

    [img=ID]

    (where ID is the actual provided number) to your message for the image to display.

    R111 is the latest stable release available at the time of writing this message.

  • Your topic was closed because this question has been discussed already for a couple of years now.

    And it often ends up in topic devolving in some way or another.

    If you want to see people's opinions on the subject, please do search the forums.

    The topics are closed but not deleted and you can read the many already existing pages.

    You can also take a look at the AMA that Scirra had in the beginning of the year : https://www.reddit.com/r/construct/comments/7u0twm/we_are_scirra_the_company_behind_2d_game

  • Is there any solution to work around not being able to full-screen my game on ios ?

    When you export as Cordova/xCode, using the correct resolution/letterbox scaling (or the fullscreen property that fits best) works as intended.

    At worst, you can mess around in the export/code to make it a full screen application.

    When executing as a web hosted project in a safari browser, I'm not sure though.

  • You do not have permission to view this post

    Please keep technical/issues question related to Construct in the appropriate "How do I" forum.

    Do not post duplicates all over the board.

  • Reading the manual : https://www.construct.net/gb/make-games/manuals/construct-3

    And reading it again.

    And keeping it close to check on references while developing.

    And with a bit more experience, read it again to refresh your memory and learn/understand new things.

    The manual does contain a dedicated article on best practices.

    Saving often, saving new instances of your c3p file (not overwriting over and over again in case anything happens).

    As mentioned otherwise, start small, and add more complexity as you go/manage it.

    What is also surprising is that you are providing a "cp3" file instead of a "c3p".

    Do you get this like that out of Construct or did you rename/made the archive in some way ?

    The buttons did work for me as well as intended on Chrome on Windows.

    If the behavior happens consistently for you on your Mac, consider filling a bug report.

    What is your OS, is it up to date, what is the version of Safari you are using (Chrome is actually Safari with Chrome's skin on Mac), is it up to date ?

    If not, updating the OS/Safari possibly could help out.

    Also to answer your question about the difference between the events in your first image.

    In version 1, the code is supposed to work only once, the first time you place your mouse over the Object.

    In version 2, you will trigger the event each time you place your mouse over Object and the action in "Trigger once" will be executed only once (but still each time you trigger the top event/place your mouse over Object).

    I hope it makes sense/clarifies things a bit.

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  • Browser > Fullscreen should indeed help out, if you are executing in a browser.

    It should be called on a user input and likely will not work at all on iOS.

    If you are exporting as Cordova/building an APK, supporting multiple screen sizes should apply.

    It possibly is a matter of finding out the correct setup between your project's size, resolution and the correct full screen option to use.

  • Use R111 and simply drag drop the file in the start page, it worked right away for me.

    In a project where the Sprite sp1 has two different frames :

    | Global number gv_sum‎ = 0

    + System: On start of layout

    -> txt1: Set text to gv_sum

    + Mouse: On Left button Clicked on sp1

    ----+ sp1: Pick top instance

    --------+ sp1: Animation frame = 0

    ---------> System: Add 2 to gv_sum

    --------+ System: Else

    --------+ sp1: Animation frame = 1

    ---------> System: Add 1 to gv_sum

    + (no conditions)

    -----> txt1: Set text to gv_sum

    Otherwise you can also check out this tutorial to do a shooting gallery: scirra.com/arcade/tutorial-games/shooting-gallery-2252

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Kyatric

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