Paradox's Recent Forum Activity

  • There's one built into Construct2 now, start a new project, and put "Flap" in the template search window.

    it's 26 Events, and has a tutorial as well.

  • It doesn't have to be a variable, it could be when you press the space, your character changes in some way for three seconds, and you just check to see if the change is still there. It all depends on what else your doing.

  • You set a variable when it gets pressed, and then in the following action, set a "wait" for 3 seconds before resetting the variable.

    When the spacebar is pressed, if that variable is not set the event runs, if it is, nothing happens.

  • Ditto. But once your logged in you can hit the back button a couple times to go back to the thread, and you will still be logged in.

  • Hmm, I would probably not allow saving while the wait is happening. Either set a variable when the wait starts so "save" knows to wait, or set a variable when "save" is clicked, and start saves after the wait, if that variable is set.

    Other than that, I would imagine you would need to store that the wait is underway so that when reloaded, you could detect it, and manually perform what should have happened.

    Sorry I don't have a solution, but hopefully I sparked some ideas.

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  • Here it is with all of them in one sprite. I didn't understand your timer, so it's currently disabled, and wait statements are the delays while on and while off.

    edit: Actually if you delete everything but that one event, it runs exactly the same.

  • When you pick the invisible sprite you want to spawn on, couldn't you check to see if it's overlapping before spawning the new one, and then look for a different one if it is occupied?

    Another way is to put a Boolean variable on the invisible sprite, marking if its "on" for spawning. when you spawn one there, turn it off. when that one no longer overlaps, turn it on.

    Edit:

    Oh, are they separate sprites or all animations in the same sprite?

    That may be what you are looking for, put all those sprites in the same sprite with different instances playing the different animations. It's how we used to do that before we had families.

    (pick an invisible sprite, check if it's overlapping that sprite holding all the animations, and if not spawn it and pick an animation to play.)

    If you need to check for a specific one, you can check which animation is playing.

  • As Datapaw says, PayPal is pretty good about refunds, their fee gets refunded too.

    I think you are MUCH more likely to get bad press from someone you refused to refund than someone who feels they paid too much.

    They are giving you a gift by buying from your game, don't treat them as adversaries from the start.

  • You could also do like I did in the Cannonball Bash game, and use the "Example: Touch-Panning" to create a screen to drag around.

    You could lock it so it only drags side to side, and them put a layer over it that doesn't scroll to form the frame it appears to scroll in.

  • Is this what you are looking for?

    https://www.scirra.com/tutorials/311/level-select

    It's the basis for the one in my "Orbital Bomb Bounder" game.

  • I'm beta testing Elder Scrolls online again this weekend. I think it's pretty much open beta now if you can figure out where to apply.

    (participants this weekend will get a free monkey pet when the game launches.)

  • How can your demographics show if IE users want your games when you don't support them?

    What I added to my web.config file:

    <staticContent>

    <mimeMap fileExtension=".ogg" mimeType="audio/ogg" />

    <mimeMap fileExtension=".m4a" mimeType="audio/mp4" />

    <mimeMap fileExtension=".webapp" mimeType="application/x-web-app-manifest+json" />

    </staticContent>

    The last one was for Firefox's market for the manifest it needs to load off my site.

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Paradox

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