artbava's Recent Forum Activity

  • Hi,

    The slide bar object as default is positioned to the left (minimum value), but i wish it appears all the way to the right (maximum value), so the user can only decrease the values to its minimum.

    The only way i can figure out to do this is to rotate the slide bar 180 degrees, but it will appear upside down. Is there another way to do this without rotation?

  • Thank you very much RamPackWobble and neverk!

    neverk,

    Will this method work for multiples buttons on the same screen?

    Example:

    [ on ] Music

    [ off ] ...

    [ off ] ...

    [ on ] ...

    and so on...

  • Here you go! Also with capx included.

    https://www.scirra.com/tutorials/474/pa ... e-of-sight

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  • Hi,

    I have multiple buttons on a menu screen which i want to toggle them on and off. To do this I would like to use only two sprites for all of them, one sprite with "on" and the other with "off". The thing is that this sprites may appear on three or more buttons at the same time on the sreen. Is it possible or i'll have to create an "off" and "on" sprites for each button?

  • Wow! You are awsome!

    Thank you very much for your time and dedication! This is really very kind of you!

    Best wishes!

  • Korbaach,

    Thank you very much for this nice and good looking answer! I really appreciated! Will help me a lot!

    I just don't get the [quote:21z4b7qh]..but

    ...I think the better solution would be to compare distance between Touch Start X,Y and Touch End X,Y....

    Do they not refer to the same procedure? [quote:21z4b7qh]add variable StartX

    ........-II-..........StartY

    On Touch start.. Set StartX to Ball.X

    .............................Set StartY to Ball.Y

    On Touch end...

    ..System compare two values: distance(StartX.StartY,Ball.X,Ball.Y)>some value...do something

    Else...do something else..

    I'm sorry, did i miss something?

    Regards!

  • In my game the players use touch to move a ball around.

    There is an event:

    on any touch end > apply physics force (acceleration) at angle Touch.AngleAt(0) at image point 0

    but if the player accidentally tap on the sreen or the swipe movement is weak the ball barely moves, i wish that in both cases it didn't count as a move, and the player being able to try again without loosing his turn.

    If i could measure the travelled distance of the ball, or compare the object position before and after the touch i could solve this problem.

    I know that bullet behavior has this expression (travelled distance), but this behavior don't fit on my game purposes. Is there a way to measure the travelled distance of the ball?

    Thanks.

  • Thanks antares,

    I'd tried it already. I'd tried to use a boolean variable, but the problem is how to avoid one for playing in the other turn. I've created groups to activate/deactivate each time. But i think i'll have to reorganize my events order to make it work properly. The thing is, i know there must be a much simpler way to do this, but i didn't realize it yet.

  • I'm making a game to be played by two players. Player vs. CPU or player versus player. Since each player may have 1, 2 or 3 moves per round, depending on the previous choice that was made, how can I make every player has his turn to play?

  • I've tested on an Iphone and it plays all the sounds. I've read that sounds still not working properly in WP8.1...but i'll do what you suggested, and wait for WP10 update. Hope it will work then. Thank you very much for your time and attention!

  • Ok, i'll try. Sry if i didn't fully understand what you've done (there is 3 columns not 2 as i've said ). I'm trying...lol! And i will also try to filter the angles while creating the array. Thanks again!!

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artbava

Member since 25 Aug, 2015

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