99Instances2Go's Recent Forum Activity

  • Just use Paster from R0J0hound ?

    https://www.dropbox.com/s/gvx2k1hgs7vqp ... .capx?dl=0

    Tiles are drag-able.

    Change the values 4 the global vars in the event sheet

    (once again to lazy to make buttons)

    I have totally no idea for any other alternative.

    Unless someone modifies the plugins for SpriteFont or Tilemap, making the cell sizes addressable in actions.

  • Then the answer will be 'no'. And there will be still no 'handy' way to scroll the tiles while painting with them. After all, it should be a intuitive painting tool. I you would watch an 'artist' using it, you would feel the pain.

    Ty 4 your (extra) time.

  • https://www.dropbox.com/s/tk5w13cr5f7z3 ... .capx?dl=0

    Stepping in with an example

    and an argument to stay away from cloning (watch loadtime and memory).

  • You do not have permission to view this post

  • Any chance you would consider it ?

  • Magistross

    Ty so much for updating.

  • Text is fading in my example, including the form elements (using CSS).

    Use your better friend Google to search for "scirra form elements".

    And look up the manual according textboxes https://www.scirra.com/manual/117/textbox

    Im so sorry that my example did not exactly cover your needs, but it clearly answered your question preceding my example. Not that i care anymore, dude.

  • DiegoM

    Why is SPACE + dragging mouse not working in the Tile Window ?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Adding ...

    See it like this.

    Deceleration = how many pixels / second it will slow down. 100 = in 1 second period it will subtract 100 pixels from the speed, with a min of zero.

    Acceleration = how many pixels / second it will speed up. 100 = in 1 second period it will add 100 pixels to the speed, with a max of the max speed.

    Situation 1/ Using the simulate controls, including 'stop'.

    (key is down) Simulate > Acceleration kicks in (until max speed reached) .... (key released) Stop simulating > Deceleration kicks in.

    The vectors are managed by the system.

    Situation 2/ Setting the vectors yourself.

    Acceleration is skipped. Deceleration kicks immediately in. (because there is no ongoing force no more)

    So, i think you better keep the Deceleration constant, set in the properties.

    Alter the (vector)speeds to your needs.

  • 1/ if you set the deceleration to zero ... there is nothing that stops it ... it keeps going ..

    (you do that also with the players shadow in event 55, i did't check further, also in that event ... facing is incorrect .. had to temper that event first to see whats happening with the foe's shadow)

    2/ in event 9 you did't pick the correct foe's shadow, there is always a foe with alt = zero

    3/ in event 9 .. an 'else' (else runs when the parent event did not run) ... an 'else' that is supposed to make another picklist .. MUST pick ....

    So, this 'else' should be ....

    Else

    Alt =not zero <----- picks the others

    ___________ actions

    4/ because you got to pick the right one, and that is key, i moved things to the collision event.

    5/ I dont think that is exactly what you want, but it should have you going again. Mind the picking ! Keep in mind that the first condition (in a root event) picks from scratch and the follow sub/conditions only refine that picklist.

    https://www.dropbox.com/s/1jgjvvbqfjozf ... .capx?dl=0

    If this are your first steps in C2, i applaud you. Really. I would not have come this far at all.

    Just ask if you have questions.

    6/ user browser object to debug (open up the console in chrome to see it working)

  • So, lets see if i can do this myself.

    Given those rules (not necessarily your rules)

    There are different amounts of damage (since you use an instance variable on the laser, that is safe to assume)

    The dragons suffer damage every second during a hit with a laser.

    The dragons suffer damage for a duration 10 seconds and that with intervals of 1 second after the hit. (delayed damage)

    Previous delayed damages keep counting on, and adding up to the total damage done.

    https://www.dropbox.com/s/07q5lc55sqfnv ... .capx?dl=0

99Instances2Go's avatar

99Instances2Go

Member since 12 Feb, 2016

Twitter
99Instances2Go has 2 followers

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies