gamecherry's Recent Forum Activity

  • Thanks for the reply and the capx, Radiowaves. I really appreciate it. Your solution however has the same problem I was having, in that in order to change the text/value a different button would be needed to keep the values from escalating to their end point. I needed a one button solution so the player could just press B or A to continue the dialogue/text.

    I solved it by removing the array all together and instead added an if tree and an instance to my text container that regulates the "escalating" effect.

    I was hoping to find a more elegant solution - something like an Array.At(next) or Array.CurVal+1 but I couldn't figure it out.

    As to the push front action - I couldn't get that to work for me either (I tried). What I think that does is add another value to the cell index instead of moving the values around (which would have worked for me). Having to add a value defeats the purpose of already having the array filled and ready to go. While I'm sure I could create a dialogue tree and populate the array with it in this way - it's less work just to plug in the tree "branches" when needed.

    Thanks again, have a great day!

  • Hello All & thanks for looking,

    I can set text to Array.At(0) but how would I change that text to Array.At(1), Array.At(2), etc... with a key press or every X seconds?

  • I've tried everything I can think of with both the bullet and physics behaviors to no avail - the shell still wants to pop-up into the air and/or bounce all over the place. I think maybe the best thing to do is nix the behaviors all together and run the shell along a track and fake it. Any other ideas?

    Thanks for looking.

  • Hello all and thanks for looking. I'm creating a Mario Bros. parody and am having difficulty with the turtleshell physics - releasing a turtleshell sends it sliding across the floor.

    I've attached a bullet behavior to it but the shell has the habit of bouncing into the air. How would I keep it sliding on the ground back and forth without it taking flight?

    Thank you for your time.

  • Thank you. This helped a lot.

  • Hello all, I'm creating a sidescrolling brawler & I have run into a problem that I can't figure out. I'm hoping one of you may have the answer.

    This is how I change z-index based on hero/enemy

    <img src="http://www.gamecherry.com/zindex.jpg" border="0" />

    Does anyone know how to do this with several enemy instances of the same type? If the enemies are randomly walking around how do I differentiate between them and have them change z-index based on those closest to the bottom of the screen without knowing beforehand how many enemies I may have on the screen at any one time?

    Thank you for your time.

  • Hello All,

    <img src="http://www.gamecherry.com/quake.jpg" border="0" />

    This is my "screen shake" function. Why doesn't it slowly come to a stop?

    Thank you in advance.

  • Thanks for going to all the trouble of making a capx. I appreciate it but I cannot view it as I'm still using release 103 and am not in a position to upgrade to 114.

    If you could copy/paste a graphic or write it out I'd be very interested in seeing how you solved it.

    Thank you for your time.

  • Hello All,

    I'm trying to incorporate this functionality (eyes following the mouse cursor)into my Construct2 game & I'm having trouble.

    riacodes.com/flash/eyes-follow-the-cursor

    The example is in ActionScript3 but the idea is essentially;

    angleDegress = Math.atan2(mouseY-eye.y,mouseX-eye.x) * 180 / Math.Pi

    Now, in Construct2 there is no atan2 (I believe atan2 is simply angle in C2)but my thinking was I could express it as such:

    every tick->eye->set rotation to mouse.Y-eye.Y* 180 / Math.Pi, mouse.X-eye.X* 180 / Math.Pi

    ...that doesn't work and neither do several similar attempts.

    Can someone please tell me what I'm doing wrong?

    Thank you in advance.

  • Hello All,

    I have an animation that sometimes needs to Loop and Pong but not always.

    For instance: I have an animation that goes downward for the majority of the scene, on occasion I need it to up and down and back again several times as if it were looping in pingpong fashion.

    The only control I've found for that is in the edit animations window. Is there a way to control those functions via events/actions?

    Thank you all for time.

  • Hello all, I need some advice. Every time I build an apk with the AppMobi XDK; the result is a blackish screen that does nothing.

    Have any of you produced a working apk with AppMobi and if so, did "directCanvas" work (speed up your app), what specific process did you use to get it working.

    I'm at a loss and don't know what move to make next.

    Thank you for looking.

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  • Hello. What did you do to fix it. I'm getting a dark screen as well, no matter what I do. Any help would be appreciated. Thanks.

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gamecherry

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