Paradox's Recent Forum Activity

  • Changing settings in the events will affect all picked instances of an object. You use the events to filter down which ones are picked.

    If you have an event trigger on the touch of an instance, that single instance is picked, all others are ignored, so only it's values change.

  • Nope, not yet. The Debugging system is what's currently in the works.

  • R0J0, would you be offended if I said I made a new icon?

    It may stand out just as much to some because it's not as 2d as the standard ones, but it uses the color scheme.

    <img src="https://dl.dropboxusercontent.com/u/85412219/forumposts/CanvasIcon.png" border="0">

    If anyone wants it.. https://dl.dropboxusercontent.com/u/85412219/forumposts/Canvas-PluginIcon.ico

  • I played around with your Capx, fixing a few glitches. I think I fixed to a playable state, but don't save it over your other one, in case I did something you don't like.

    https://dl.dropboxusercontent.com/u/85412219/forumposts/FixedSpaceGame.capx

    There are Comments with things I did.

    Edit: If you'd rather I didn't leave your game source up, let me know and I'll delete it.

    In case someone is also looking for similar answers, mainly what I did was change all ships to face right in the Animation editor, because all behaviors expect the front to be to the right, if your sprite isn't it will look funny. (Except the boss ship, which just slides side to side.)

    I set the boss bullets to aim at the location of the player, so don't sit still. (I didn't beat him after that.)

    I also fixed image points, for example the star animation had a bounce in it due to a misaligned origin point.

    And I set it to rotate one ship sprite so it's direction could tell the bullet where to go. (rather than using sprites facing each direction.)

    The different animations can still be used, as long as they all face right.

  • Could you put it on it's own layer, and rotate that?

  • I would do pretty much what Keepee said.

    I would put a boolean on my player sprite. and set it to reset to false every tick.

    If a button is pressed set it true. Then if it is true, there is a button down.

  • The Replace we are referring to is in Events. If you meant replacing an Object itself, there is a tutorial with a bit of a Hack to do that..

    https://www.scirra.com/tutorials/491/how-to-replace-objects-in-events

    basically you cut all the events, replace the object with a new one that has the original's name, and paste the code back. the code still has the same name but is actually referencing the new object.

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  • Or you can press 'R'

    It works better if you select all you want replaced, and do them all at once. The behaviors and instance variables have to match between the old and new, so you may need to add them first.

    Here is a tutorial on replacing an object with it's family, but it explains replacing pretty good.

    If not using a family start with the 3rd paragraph under 'The Process'

    https://www.scirra.com/tutorials/535/how-to-upgrade-an-object-to-a-family

  • You can pin the tab open on the upper right corner. That way it won't snap shut on you.

  • It is there in the layout editor too.

  • Or when you drop them, have the dropped tower snap back to the store, and read the mouse location like it was a click on the wall.

    You can make a draggable window for your HUD, put all the parts in 1 or two families and pin the families to the draggable background image of the window. (the background can be in the family too.)

    Set an event

    Not touching dragbar | drop Windowbackground.

    That way it can't be dragged if they aren't using the dragbar. (which could be the title font.) Which would keep it from interfering when you drag items out of the window.

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Paradox

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