Xavier's Recent Forum Activity

  • Hello. How do you actually represent the array into a grid in the editor, so every cell represents a value in the array?

    I've seen some grid examples in the FAQ but they don't use arrays.

  • I came up with this solution to match 3 red sprites:

    <img src="http://i.imgur.com/Tdtws.png" border="0" />

    What this does is get the position of the middle sprite when 3 sprites are right next to each other, and then destroy itself and the sprite to the left and the one to the right.

    This works well, the problem is I don't know how to expand it so if there are more matching sprites (more than 3 in a row) they also get destroyed.

    All suggestions are welcome.

  • That was really helpful to know, this post should be included in a FAQ.

  • Does anyone know if the plugins are compatible/will work if you export your game to other devices (native apps) through phonegap and such programs?

  • Families are on the Project Bar, they appear as a folder. Once you create a family, it will appear on the conditions and action icons.

    http://www.scirra.com/manual/39/project-bar

    The manual needs an update.

  • I meant by selecting an image point or origin in this list:

    <img src="http://www.scirra.com/images/articles/imagepointsdlg2.png" border="0" />

    Right-clicking it and then selecting Quick-Assign. Doing it with the numpad doesn't seem to do anything at all, even though this method works with normal objects. (Manually clicking does work).

    I have the same OS, Windows 7 Pro 64bits.

    This is the crash window:

    <img src="http://i.imgur.com/0xELJ.png" border="0" />

    <img src="http://i.imgur.com/e6BmC.png" border="0" />

  • I know it's probably not possible right now but I'd like to be able to change the particles "emitter" type to a box type instead of the default "spray cone".

    It would be great if you could add a way to increase the size of the initial spray cone, so that the particles start separate from each other rather than from the same point.

    I've tried messing with the x and y randomizer but that would only work with a static angle, because if you rotate the particles, the x and y randomizer doesn't change/rotate accordingly. So a box type emitter would really be great for what I'm trying to do.

    If someone knows a way to do it let me know.

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  • I don't include a .capx because it happens creating a new project too.

    Creating a particles object and then trying to use the quick-assign feature on the origin or any image points makes the whole program crash.

  • Thanks, this is nice stuff.

    Did you find any cons yet or is this 100% good to use?

    I hope someday we'll have a native save/load feature in C2.

  • If you are using the latest beta of Construct 2 it has a black screen problem when exporting. See this post for the solution:

    scirra.com/forum/r-81-log-is-not-defined-c2runtimejs1510_topic49919.html

  • Ah, is this one any better?

    http://dl.dropbox.com/u/15217362/physics-refactored2.zip

    Yes, this one does work. I will do more testing in a few hours with my laptop, because with my desktop it laways runs at fullspeed.

  • I tried it with my project, but unfortunetly it fails to load the game. Tried it with preview mode and exporting, in both Chrome and Firefox.

    Chrome console is giving me this error message:

    Uncaught ReferenceError: b2Vec2 is not defined

    If you want me to try more things just tell me, I'll help in any way I can.

Xavier's avatar

Xavier

Member since 16 Dec, 2011

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