UberDark's Recent Forum Activity

  • Anybody got a clue?

  • Maybe test this by putting a textfield in every layout and set it to textfield>set text>HELP so you can see if it actually changes the variable to 1 or not?

  • I just read this in the manual which (to me anyway) suggests that they stay active once initiated even when you load a new event sheet..

    [quote:5xe5kid7]

    Global variables store their values between layouts. Events in any layout can access any global variable, even if it was created in a different event sheet that is not included.

    https://www.scirra.com/manual/83/variables

  • Like zenox98 says that is not enough information but from what i read in your description the level is only checked on monster spawn so the existing monster is not affected? So have it change the level and then right away adjust the health too..

  • The idea is that you create a Global Variable and basicly let the movement switch when the variable changes. And when you touch the block it switches the variable..

  • You mean your character on the screen? A car? You will need to be a bit more specific i'm afraid.

    If it is a character, do you use 8-directions control or platformer? Or is it just an object that is animated to automatically move by setting coordinate increments?

  • From what I can see the order in which you create them is the order of tab switching. Possibly related to UID? I would suggest changing around the boxes and renaming them. Perhaps someone knows of a better way but this would solve it I know from experience.

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  • How do i create makeup game similar to http :// primarygames. com/ arcade/ dressup/ makeupmania/

    in Construct 2

    In general 'dress up games' are just a bunch of variables and drag and drops with overlap detection. Something you can easilly learn from the Construct 2 tutorials on this page. If you have specific questions i am sure people here wouldn't mind answering however.

  • Having a project with a map on which i place little flags (markers) and I drag and zoom the layers that have the map on it. The rest of the layers with for example the UI stays at scale 1. This caused a problem where if the layers with the map and markers were zoomed in and I placed a new marker the coordinates needed adjusting, so I used CanvasToLayerX(2, mouse.X, mouse.Y) and CanvasToLayerY(2, mouse.X, mouse.Y). Everything went fine and the flag would show up where I clicked on the map. Then I pin the flag to the map so when I scroll (drag) the map they move along with it.

    Now when placing a marker I send the coordinates I got from CanvasToLayerX and CanvasToLayerY to a mysql database. On start of layout I load them.

    They do not load in the right spot though.

    When I place the markers while all layers are at scale 1 (completely zoomed out) and I load them while the map is at scale 1 it all works. If I place the markers while zoomed in though, they fail to load on the correct spot.

    I hope this is clear without uploading a .capx cause I would have to edit a lot on my project to not give away server details and such.

  • I don't think so. If you change the 1st frame of the sprite to a higher resolution picture all ingame assets will change proportional. Unless you have the size of certain assets already set through the event sheet somehow. Sorry//

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UberDark

Member since 14 Jan, 2012

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