BadMario's Recent Forum Activity

  • The point is you save a lot of time. This is one thing that is not there, yet it is more important than 99% of all the other "quality of life improvements" ( or whatever they call them ) they have added.

    That is exactly what I do, delete a whole animation then add a new one, but being able to select multiple frames ( the most basic thing in any animation software ) saves a lot of time when you have animations with a lot of frames.

    Sometimes you want to delete 40-50 frames and leave 10 in there. Deleting everything and importing new frames is still faster than creating a new animation, renaming it and setting frame speed, image points, collision polygons, looping etc...

    Just sayin'. There are a lot of improvements advertised which make practically no difference compared to this one and it is just absurd something so basic still isn't there. That should have been in there in 1985, that is how basic it is.

  • Can you finally select all frames in the animation editor? That is so basic it should have been there 5 years before Construct Classic was even conceived.

  • Could be a browser problem. I have experienced some in Firefox ( it would go silent, but after 10 seconds or so )

    Using Audio > Toggle silent fixed it, try that instead of set silent

  • There is Disable collisions action that lets you specify with which object it will not collide.

  • Seems like Safari and Chrome on Macs do not open URLs when a button is clicked in a Construct game.

    Anybody noticed this recently and maybe knows a workaround?

  • yourTimer = YourSTartTime - time

    when you want to restart yourTimer just set variable yourSTartTime to time ( time is a System variable )

    Usually these actions will be in a function called reset, you can reset everything else there ( just copy/paste all variables and their initial values ) and just call reset when you want to restart things.

    But if you have a countdown before a race starts, like 3-2-1-go then you have to reset yourSTartTime on GO

  • Add instance variable to tower and menu objects, for example: which = 0. Then make sure that each tower in the game has a different number and each menu's variable matches that of the tower it is assigned to.

    In your events you would check:

    Mouse> On object tower clicked > instance variable which = 2 > If menu instance variable also = 2 open that menu

    Then open menu for that tower

  • Well, that will simply show the loader layout first, but you still have to wait there for everything to download. Construct by default loads each layout into memory as needed, but all layouts/assets have to be downloaded before you can actually play anything.

    Sometimes people confuse download with load into memory.

    There is a way to set this up differently ( by loading images and sounds via browser object ), but by default the entire game has to be downloaded before it can be played.

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  • An obvious thing and you may already be doing it. I always set fade in and fade out time in actions before fading in or out.

    FadObject set fade in time to 0

    FadObject set fade out time to 1

    FadObject start fade

    Or reverse fade in out times if only fading in

  • wouldn't simply setting physics to immovable while in contact with bottom box do the trick.

    Then when bottom box moves far enough make it not immovable, it should fall down

  • Most of my games are portrait 450 x 800 ( scale outer ) with an HD 1920 x 1080 layout. And game is set to scroll to 960,540 ( middle of layout). So gameplay happens in a 450 x 800 area in the middle.

    If you have a background that covers the layout and in your case all you need are some extra stars in the background you can allow full screen in landscape mode and it works perfectly fine. All you have to do is create a 450 x 800 colored square guide on the bottom layer, move your stuff into that area, delete the guide layer and you're done. Hopefully that is the case, I don't know the exact setup of you game. If object positions are hard-coded and all that needs to be redone then more work of course

    Basically gameplay stays within that 450 x 800 window in the middle, but it has stuff on each side too to cover the full screen area

  • I would check that the animation speed is set to 0.

    Maybe you left it at default so no matter what it keeps playing always ending on frame 3

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BadMario

Member since 3 Sep, 2015

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