keepee's Recent Forum Activity

  • After the loop is finished, the game simply moves on to the next event below.

    The 4 repeats would all happen on each single read-through of the event sheet (1 tick), so for example: 'repeat 4 times>' would be the equivalent of having the same event 4 times consecutively.

    Whereas the non-existant "trigger 4 times" would cause it to happen on each tick for the next 4 ticks... which I have a feeling is how you imagined loops to work. (I was the same)

    If the sub-events conditions aren't met, then it's actions and any further sub-events won't run.

    This is the same case for sub-events everywhere... The loop will continue if it has other stuff to do.

  • The expressions for Physics properties (such as Sprite.Physics.Density) will pick the values from the first object in the behaviours corresponding family.. rather than the object specified.

    So say we have Sprite1 and Sprite2 in the same family, and give that family the Physics Behaviour...

    using the expression sprite2.physics.density will return Sprite1's density instead.

    Same for elasticity, friction, etc

    Here's a cap:

    https://dl.dropbox.com/u/53374990/FamilyBehaviourBug.capx

    I haven't tested this with other types of behaviour.

  • Tom

    Could you remove my game also please?

    Was going to keep updating it but it's taking me too long.

    Thanks!

  • It's similar, but that solution was only for parallax

    I need it to take into account the layers Scale and Rotation also

    Something that was linked to caught my eye though..

    The bottom of this manual entry:

    http://www.scirra.com/manual/28/layer

    Layer functions

    layer.canvasToLayerX(x)

    layer.canvasToLayerY(y)

    Convert from canvas coordinates to layer coordinates. Useful for converting e.g. mouse co-ordinates to layer co-ordinates. See Mouse for an example.

    Sounds like it could be the thing that is used for the mouse.x("layer") expression.. Which would be exactly what I need. I just have no idea how to implement this.

  • Whoops.. I just downloaded r99 and previewed the cap in that, it seems to be working now.. should have checked the changelog I guess

  • I went ahead and made that example anyway

    Export link:

    dl.dropbox.com/u/53374990/Scale%20Problem/exp/index.html

    Capx:

    dl.dropbox.com/u/53374990/Scale%20Problem/00.capx

    I'm using r95 btw

  • Bump

  • The fullscreen scale modes (scale/ Letterbox scale/ Letterbox integer scale) refer to each layers scale rates, instead of being separate.

    It basically means if you have a game with variation in scale rates of layers, the fullscreen scale modes won't work properly.

    Simple example: a HUD layer with scale rate set to zero won't scale for the games zoom (which is correct) but also means it doesn't scale to meet the window size with fullscreen modes on.

    I'll make a quick cap if that didn't explain very well.

    Thanks

  • hi

    So there's this useful expression: "mouse.x("layer")" which returns the position of the mouse relative to the specified layer, taking into account the layers rotation, scale and parallax scroll.

    I was wondering how to recreate this expression, so it can be applied to objects.

    Here's a quick cap demonstrating the problem

    dl.dropbox.com/u/53374990/Rotationproblem/index.html

    download link

    dl.dropbox.com/u/53374990/Rotationproblem/rotationproblem.capx

    Thanks for looking, it's been bugging me all day!

    also is there a way to delete games off the arcade?

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  • If you decide to use the physics behaviour, you can apply force at angle.

    If the helicopter horizontal, is angle 0 then the W to Increase throttle should apply force towards self.angle-90 (i think)

    This will apply the force helicopter-relative.

  • set timescale to 1-timescale

    <img src="http://3.bp.blogspot.com/-nT_sUW45J-g/Tq7niAUStwI/AAAAAAAAAfk/k0Gks20Mdn0/s400/blown%2Bmind.jpg" border="0" />

  • Posting just to say I recognised the background texture of your avatar from Doom. Respect.

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keepee

Member since 6 Jan, 2012

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