Pecek's Recent Forum Activity

  • I know it's in the early stage(probably abandoned tho), but it's awesome, so I would like to use it in my animation editor.

    Without any documentation it wasnt easy even to find out how can I display something, but I dont have a single idea how to use the window widget's close button.

    I tried this, but nothing happened:

    + System: Start of layout

    -> InputSystem: Set mouse position to X:Window.X+Window.Width/2 Y:Window.Y+Window.Height/2

    -> CGUI: Load layout "unnamed.layout" with widget "" as parent

    -> CGUI: Widget "windowww" set event to On mouse move over (sender, left, top)

    + CGUI: On Widget "windowww" mouse move over

    -> CGUI: Destroy widget "windowww"

    Of course this should close it when the the mouse is on it, but it didnt worked also. Ideas, anyone?

    Edit: also I have no idea how to retrive any of the properties, this is a lot more important because the scrollbars are useless if I can't.

  • dl.dropbox.com/u/2721498/2stroke/Construct/cap/inventory_array%26hash.cap

    Maybe this will help. You can change the size of the "inventory" at the first event(dont forget to change it at the 6th too if you want to use the hashtable solution.)

  • Yup, I did the same while I was waiting for a respond. Thanks anyway.

  • Well, the title says everything. I tried to load and append data to a hashtable, but it didnt loaded anything at all. Am I doing something wrong, or this is an issue with the hashtable?

    Edit:

    The file is exists, and I can load it if I don't try to append.

  • If I'm correct, the system's load\save action is only loading\saving private\global variables, and other values of objects, so you have to go to the given layout manually. If you try to load (for example) sprite1 on the menu, but on that layout there isnt a sprite1 object, construct may crash.

  • the load action only works on the same layout. So you have to go to your layout and then load the data - except if you have all of the saved objects on this layout as well, but I guess this is a menu or something, so this will probably solve the problem.

    If I misunderstood you, post the cap please.

  • The most simple way to achieve this is something like

    + Player: Player overlaps MovingPlatform

    + MovingPlatform: Pick closest to: Player.X, Player.Y

    -> Player: Set angle to MovingPlatform.Angle

    But this only looks good if the player can't go to the opposite direction.

  • 20 ~ this is the default x coordinate.

    32*loopindex ~ when you create the first platform, it will be 0, the second will be 32 and so on. I guess he used 32 because the object is 32 pixel wide, you can increase\decrease this number to set an offset.

    The 300 is the y coordinate.

    So when you check the loopindex, you get a number which tells you how many times the loop was done.

  • There is a default system expression for the rotation(system-math-rotate angle.) It'll find the shortest "way" between two angles, so you don't have to worry about the 0-360 problem.

    When the player is in the air you can set the correct angle by checking it's velocity - note: you should not check it for lower\higher than 0, use -1 and 1 instead.

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  • Step1: put the particles and the bullet_1 object in a container [groups->container]

    Step2: delete this line

    -> bullet_1: Spawn object Particles on layer 1 (image point 0)

    Step3: forget about these sharing sites, and install dropbox.

  • This isnt construct specific..

    en.wikipedia.org/wiki/Sudoku_algorithms

  • As far as I know, in most of the cases the events and python are running at the same speed, because both of them calling functions that were written in c++(like the system object's "create" function, or the sprite object's "setvalue".)

    I think you probably calling the python functions too often, that may lead to performance issues.

    Post the cap, or at least a shot of it, I can't help you without knowing the exact problem.

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Pecek

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