Nimtrix's Recent Forum Activity

  • Sure you can, but if you want it to act like a regular button you'll need 3 frames. The normal one plus one for hovering over and one for clicking the button.

    Though I would just make my own button sprites since, in my opinion, the regular buttons don't really look good in games.

    And yeah, you'll probably have to change some conditions. But replacing some button events with mouse events doesn't take too long if you just copy/paste the conditions.

  • If you add the mouse object to your project, you can use the condition "On object clicked" to make the sprite object act like a button.

  • Hmm, looks like it doesn't handle well with several overlaps at the same time. You can work around it with a "For each" loop and a boolean: (Or just use Whiteclaws' solution)

    BetterWaypoints.capx (r144)

  • I think you need to provide a bit more information if you want people to understand what you're asking.

    Whiteclaws: Not trying to be rude or anything, but your post is pretty pointless in my opinion.

  • The answer can easily be found in the manual or the beginners guide:

    Beginners Guide to Construct 2 - Page 5

    Manual Link

    It's always nice if you do a quick search before you post questions.

  • I would advise you to update C2 to the latest version since there's no good reason not to as far as I can tell (r114 is a stable version). It will not break your existing projects, and if you're worried about that you can just make a backup before updating.

    Anyways, you can do what you want of course. If you should need atan2 for anything, here's a way to do it in C2:

    It's used in the system angle() expression, which as far as I'm aware, is the only purpose for atan2 - calculating the angle between points.

    If you really do need atan2 for something else, I'd be interested to know what it is! You can also get an atan2(y, x) anyway by doing angle(0, 0, x, y).edited><editID>Nimtrix</editID><editDate>2012-12-29 16:13:28</editDate></edited>

  • Here's how I would do it, when you're within a certain distance from the bush you trigger a scripted jump that controls the X vector of your character and makes him land on top of the bush.

    Example: JumpToPosition.capx (r114)

  • If you have an angle in degrees, the opposite of that angle can be represented as Angle-180. (or +180)

  • What I meant about the games was I don't want to have to look up other games just to be able to answer a question on the forums. I'm sure they are both great games, but I haven't played either of them, yet.

    Now, on to the arrays. First of all the loop is running every tick so the values keep changing, make sure it's under a trigger like "On start of layout".

    Here's an edited .capx:

    ArrayLevel.capx (r114)

    The area is filled with blocks from the top left corner, down to the bottom left corner. Then it moves 32px to the right and fills the next column. Feel free to ask if anything is unclear.

  • I find your question hard to follow, could you please try to be more concise?

    I don't know what "Probability 0" or "Davioware Towerclimb" is and I don't care to find out. I understand you want random numbers in an array, but "stuff gets buggy" doesn't really explain your problem well.

  • Hi, welcome to the community.

    Everything you mentioned is possible without "additional programming" as long as we're talking about a single-player game. And yes, you can use the free version and upgrade without losing your work.

    I have one computer with WinXP SP3 and it runs without problems, I don't know about SP2 though. But you could just try it out, it's free after all.

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  • Yeah, I suspected you had already tried changing the settings, but I thought I'd mention it just in case.

    I haven't tested Awesomium properly myself so I didn't know it ignored the setting. There's probably a reason for forcing WebGL though, so I doubt it can be changed at this moment. Maybe in a future release.

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Nimtrix

Member since 30 Dec, 2011

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