zyblade's Recent Forum Activity

  • Is it possible to recreate this bug in a barebones .cap. I'm afraid, ppl can't help you really much without seeing a .cap.

  • I'm giving you a hint. Repost your question here in the correct forum: Link and then post an example .cap file that shows the error and I'm pretty sure, you will get helped real quick. :)

  • Thanks Wolod!

    Maybe you're right. When someone needs help with the menu, he will reply here anyway.

  • I'm having a dejavu^^....

    Found that with google.

    I think the ppl don't even try to google :P took me 3 seconds.

  • Fixed^^ you don't need it anymore. Forgot to delete it from the sprite.

    Just redownload it.

    edit: oh, well, I think I'll implement the hue feature later again. But the only thing it was doing, was coloring the sprites to hue=360/sprite.count, using the 'step' variable in a foreach condition.

    Nice effect, but since we want to use differend sprites, might be useless.

    edit2: Thank you :) I'll make later many global variables, that handle a few functions to have more control about the visual style of the menu.

  • Update

    360? menu

    This menu reads out sprites in a folder no matter how many or what name they have and place them in a circle. You are able to browse through the items with right/left arrows.

    <img src="https://dl.dropbox.com/u/26932498/360_menu/screen.png" border="0">

    Tell me, if you have questions or requests.

    I know, that the wait object is buggy, but I couldn't get a rid of it, without breaking the functionality of the menu.

    edit: At the moment, the sprite needs as much animation frames as many sprites are in the folder.

  • Since I often create some stuff that might people interesst, I'll start that thread here^^

    I'll update this post as soon as I got something new.

    List:

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  • Good solution with uid. I tried it with container, but for some reason it didn't worked. I thought every object that is together witin on container, interacts with that item, if I put the in on condition/action, no matter how many instances are there of them?

  • It's just one way to do it. Maybe someone else has a better one.

    https://dl.dropbox.com/u/26932498/laserfix%20%282%29.cap

    edit: you don't have to put the laser itself and the rayend if you place a "vert" sprite. I've put them in one container. You only have to set a vert somewhere and the laser/rayend creates automaticly.

    Just the first laser has to have all sprites, since they have to be at least 1x at the layout to exist^^

  • I found that using this <img src="smileys/smiley2.gif" border="0" align="middle">

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  • if you could make a small example .cap that shows the error, I can help you real quick.

  • Haven't much time right now, but you said you want make each laser independent, but in your event is a global var. For independent actions, I only use private variables. So when the player overlaps a bullet and global var is 1, it destroys the bullet. That condition always goes for every bullet because the variable has to be a private one.

    I would use the sprite that spawns the laser ingame, and that one spawns the bulle. And set floating to a private variable of that sprite.

    Only work with global vars if your action also should be "global"/"'un'independent", for everything.

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zyblade

Member since 22 Mar, 2011

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