rgros's Recent Forum Activity

  • Thanks for the tip, will change it then :)

  • Well with the "tag" we can mute same tag sound however if we need to be more dynamic it does not work, Maybe adding families or some similar concept to Sounds could help.

    For example we could still tag the same Gun sounds but we could also sounds grouped in a maybe more intuitive way..

    I'm not sure it's just something I tough off while reading this Post

    one other thing would be to have a easy mute option on the sound object directly

    Update:

    I have been thinking and maybe the Sound family could be something like:

    Sound family1 creates array[x] where x is number of sounds in family

    Then it should be possible to do selection of play family1 (all sounds) or family[1] (sound number1 of sounds array)

    this would at least make it less confusing i suppose..

  • Using a family maybe?

  • I have similar and made it

    I have several Guns that need to spawn correct bullet type:

    I did it like this:

    Object Gun with animations (gun1,gun2,gun3,etc)

    Then:

    Object Bullet with several animations (bullet1,2,3,etc)

    Global Text variable (type of variable depends on what you are doing)

    Guntype=gun.animationname

    Then

    If guntype="animationx"

    set bullet animation = guntype

    i had to use a variable for other reasons, you could even set animation to gun.animation on every tick

    Hope this helps

  • Maybe this can be achieved by playing with opacity/animations and Timescales?

    It would of course not be as good, but maybe could do the trick

    quick example of the mechanics, you would then need to animate the Water

    and add some sound

    dl.dropbox.com/u/14594485/water%20simulation.capx

  • Hi,

    Im not sure if this is a bug or im doing something wrong or maybe i did not read something i should have read :)

    Specs: Latest build(64 or 32bit) on Win7 and latest chrome browser version.

    If i have 2 objects with physics and object1 has Animation and object2 has no animation following happens:

    object with animation will slow down during fall and fall at a low speed.

    Object with no animation will fall normaly.

    Here is a capx for the issue

    dl.dropbox.com/u/14594485/teste.capx

    Im very sorry if this is something already reported or if im missing something here..

  • you could try to use Custom movement instead of sine

    I would try this

    On key x pressed:

    if player overlapping elevator object:

    elevator move towards position (elevator.x, arrival platform.y)

    And i think you need to stop it when both Y values are the same...

    I'm not sure if this works and cant test it since i don't have construct here right now

    But with no testing its what i would try out first

  • thank you!

    I did not see that every object gains a variable from the family..

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  • Lets try again :)

    Family1 contains:

    Enemy1 (add 20 points on kill)

    enemy2 (add 10 points on kill)

    Enemyx (add x points on kill)

    what im asking is a way where i can do 1 collision event instead of 1 for each of my enemies..

    but if i do Collision with Family1 how do i know what point amount to pass to score?

    What you suggest is to divide enemies in categories per families like

    family1 (20 points) family2 (10 points)

    However this does not work since i only have 1 object per score but several scores..

    Hope its clear now, sorry if its complicated :)

  • Ok so in my code i have like x amount of Objects in a family

    On colision event the following code is exactly the same for all x objects however with 1 diference

    Each object has an amount of points that it adds to score

    My question is how do i pass the correct score?

    i dont know if this makes any sence to you, if not i will post the events when i get home....

  • Hello there,

    Maybe this is possible and im being blind, but can we change the index file details (like background color to white for example) on the editor? or is this only possible editing the file itself?

    Its not like i mind editing, however its a bit painfull if i have to do it every single time i export something

    Could this (if not yet) be something we could in future change in the Editor directly?

  • I mean for example,

    Familie1 contains x amount of objects:

    ObjectA (not in family) collides with familie1

    Active would be the object from family1 that objectA colided with....

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rgros

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