LittleStain's Recent Forum Activity

  • If you would like to have each word clickable and highlighted seperately from the other words in the text, I guess they should be seperate objects..

    Instead of making sprites for them you could also use instances of the spritefont-object and with tokenAt or other text expressions just set the text to the word(s) you'd like..

    If you use a font with monospacing it would even be pretty simple to calculate the width of the objects needed for the word to fit..

    Here's the link to the system-expressions for manipulating text among others:

    https://www.scirra.com/manual/126/system-expressions

  • No, what you should do, like you see in this game is use a lot of repetition..

    you could probably make the maze window from 5 sprites, ceiling, floor, left, right, and center, these could be used over and over to create different looking maze positions..

  • The question usually isn't is it possible to make a game like that, but can YOU make a game like that..

    It is completely possible, there doesn't seem to be any real 3d, just an isometric fake 3d, which could be done with sprites..

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  • you could try the lock orientation..

    and use a "friendly" turn your phone message for the mobiles this doesn't work for..

  • I'm not sure what is tough about adjusting the collision-mask in the image editor, for when you look there you'll see the mask of violets is completely off..

    I'm not sure this is the answer you are looking for though?

  • I think you can make it look anyway you want by using the set mouse cursor action..

  • I guess what you are trying to do is after 5 balls are selected you want to destroy the ones not selected and create 14 new balls to select the "extra number"

    This could be easily done by giving the balls a boolean variable selected and setting it to true when clicked.

    when 5 balls are selected

    system pick all balls where selected is false - destroy balls

    then create the 14 new balls

  • in the physics behaviour there is an action to turn of collisions..

    From the manual:

    These actions affect Physics behaviors in general, not just the one it was set for.

    Enable/disable collisions

    By default, all Physics objects collide with each other. You can disable collisions between the object and another Physics object so they pass through each other. This affects all instances of both object types. Note: enabling collisions again when objects are overlapping can cause instability in the simulation.

  • I guess easiest would be creating a global variable LevelUnlocked

    and on level one finished set it to 2

    on level two finished set it to 3

    etcetera

    And do a system compare variable to see if levelunlocked higher or equal to 3 to be able to go to level three..

    This way you'd only need one global variable to keep track of the user's progress

    Ofcourse you'd have to save it to webstorage to make sure when the user exits and restarts the game the progress isn't lost..

    I'm sure there are tutorials on unlocking levels in the tutorial section, but these are the basics..

  • If you aren't touching the screen, so also when the mouse left button isn't down touch.x will be 0 and touch.y will be 0..

    mouse.x is the place the mouse cursor is (so even when there is no other input) touch doesn't have a cursor, so no value if there is no touch..

    To simulate touch with the mouse the left mouse button should be down..

  • If you are using mouse input on touch ( so set to yes) you can always just use touch.x,touch.y..

    touch - coordinates are only registered while touching (so in the case of the mouse while left mouse button is down)

    otherwise they return 0

  • There's probably a good reason why you'd want to do this, but I can't think of any..

    Guess the only real solution would be putting the touch events and mouse events in different groups and enabling/disabling them..

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LittleStain

Member since 26 Apr, 2011

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