ptbcomposer's Recent Forum Activity

  • Very good display of what Construct 2 can do. But it's too damn hard! Can't do level 3 worth a crap! Good stuff, good music too.

  • how about a menu or hud that shows what the controls are?? I hate having to pause the game and go back to the forum page to see what button does what.

    just my opinion

  • I'm gonna guess that would take even longer because then you'd have to manually copy all of the global variables, events, etc into the new projects. Go with Asley's suggestion.

  • I would like this feature added as well. My project will include a music rhythm minigame

  • Thanks again guys. Confirmed to work with a slight modification to account for being on more than one layout.

  • Ok, it's me again. Guess I couldn't wait to mess up again!

    I put advanced in the subject because this problem goes way beyond just telling an object to rotate and then stop on a certain angle.

    What I need to do is on the menu layout, the needle for the guitar tuner needs to rotate left or right based on certain conditions. This gets complicated, but I'll try my best to explain...

    In my interactive graphic novel, the reader is given choices that determine whether the main character does something merciful or unmerciful and cooperative or uncooperative. For instance, you have the decision to knock someone out or kill them; that would be merciful or unmerciful, respectively. Or you have the option to come along quietly with authorities or you can try to escape; that would be cooperative or uncooperative, respectively. You can probably see where I'm going with this (think the Paragon/Renegade decisions in Mass Effect). The overall outcome of these decisions determine which ending the comic will have.

    Anyway, each time the reader selects merciful, the needle should go about 8 degrees to the right of the center of the tuner. This is also the case with each time the reader chooses cooperative. However, the needle needs to move left 8 degrees for each negative choice as well. For instance, if the reader has chosen (in this order) to be merciful, cooperative and then merciful, the needle should be 24 degrees to the right of center. If the reader then chooses a negative choice (in the way of unmerciful or uncooperative) then the needle will move to the left 8 degrees and thus it will rest at 16 degrees to the right of center until the next choice. Still with me?

    I'm having a really, really hard time figuring out how to do this...pretty much all day working on it. Everything seems to break when I try it...sine, custom movement, regular movement, setting angles, rotating to angle, using instance variables and global variables...blah!

    I don't get it. I'm much better with the design stuff. Any ideas?

    http://philipcomposer.com/comic/sax.capx

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  • What do you mean "click event of the buttons"? If you literally mean just clicking the buttons, then add a mouse instance. In event sheet, add new event, select mouse, select "on object clicked" then tell it what you want it to do when it is clicked. There are lots of options here. You can sort of animate it by making the button become smaller or bigger when you click it, make something else pop up, etc.

  • Yeah, but I wasn't telling each object to have a TS of 1 until it was supposed to come up. For some reason it was reading ahead and setting the TS to 1 out of order, regardless of whether the system's TS was 0 or not. Confusing! At least it works like it should now.

  • Confirmed working on all layouts thus far! Thanks ramones, you just saved me hours of work! This way even fixes the layout disappearing at the beginning of layout 3.

    So why does "restore time scale" work a lot better than "set time scale to 1" within the layout, but "set time scale to 1" works in the hud? it seems to me that "set time scale" and "restore time scale" are the same thing because the original time scale was 1 to begin with until I manually set it to 0. Grrr. Could this be a Construct 2 glitch or is it like a ghost in the machine that produces the continuing fade out error if I use "set time scale"?

    Either way, thanks. Hopefully, I won't need anymore help like this for a while until I start implementing my more complicated game-type elements.

  • ok, here's the demo (should just load automatically from the link)

    http://www.philipcomposer.com/comic

    there's still some minor problems like I haven't added the menu button on layout 2, the return to layout from menu isn't perfect, etc. but this is a long way from where it was this morning!

  • Alright folks. I've solved the elusive pause/unpause problem. Wanna' know how it's done? You guessed it...instance variables for every freakin' object in the program. Yuck. But it works.

    I've put comments on everything in the hud and layout entry sheets to explain how it works as best as I can. Unfortunately, I believe I will have to do this for every layout/object...some serious time consumption coming my way.

    I have a new, yet smaller problem now. If I pause and then unpause in layout 2, the layout repeats before moving onto layout 3.

    (ignore the problem of layout 3 disappearing at the beginning for now, this is probably something easy compared to the other problems)

    Thanks to all who posted something useful, namely Nimtrix and ramones for giving me ideas, and thanks to the manual for explaining instance variables!

    philipcomposer.com/comic/wayofthesaxcapx.capx

  • I understand you completely here ramones. However, when I restore more than one object timescale, the system appears to crash. Nothing happens. I think I might need a completely different approach. Is there anyway to have a fade in and out effect for each frame of an animation?

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ptbcomposer

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