boolean's Recent Forum Activity

  • I stumbled across this site a little while ago:

    http://game-icons.net

    Really nice clean icons, good variety. There's still some gaps in categories so hopefully they grow over time. I'm loving the fact you can download the entire site in a zip file <img src="smileys/smiley1.gif" border="0" align="middle">

    Hope you guys/gals find it useful.

    (Note: I'm not affiliated with this site in any way)

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  • For future reference, if you add a action to an object (like Add-to or Subtract-from), in the object expression helper window one of the types you can select is 'System'. This has a whole range of functions you can choose from like floor, max, min, etc.

  • Late reply, but I just wanted to say that picture from R0J0hound explained it really well. Line 5 is exactly where I seem to be having trouble.

    I was able to get it all working once I understood that, thanks for the help ramones <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Oh cool. This could work out really well for C2 if they get on steam.

  • Voted!

    Does this mean that future patches for C2 will be released through the Steam updater?

    Also, I know Valve has the community workshops for many games, do they support this for software too? It would be nice to have a go-to place for plugins and resources.

  • See now when I heard the term top level event, I figured it meant the top level of the event that spawnd the objects - in this case line 2 would be the top level event for the object creation. Is the keyboard trigger the actual top event? How would you get around this then if you were creating objects inside a while loop?

    The issue I'm running into in my game is I have a while loop that, depending on conditions, spawns 20-30 objects. I then assign an instance variable to them and use them in a foreach statement further down. If I need to return all the way to the top level event, I don't see how I would use a while loop unless I split it into two or three while loops. Is this just the expected way it should work?

  • Last bump

  • Great work Tom, everything's becoming much more readable again :)

    You're still getting some contrast problems, but it's much better than before (I can use checkmycolours.com now too which is cool, I guess the site isn't using https anymore?)

  • So did this turn out to be a bug or am I doing something wrong?

  • Oh cool that works! Since the IDE just has X/Y, I assumed it was just defaulting to the current layer. It's easy to miss that you can/need to specify the layer as well for scaling to work.

    Thanks Nimtrix!

    edit - Just because I'm curious - Is there any reason you wouldn't want to use Mouse.X(0)? Is there any case you wouldn't want to take scaling/scrolling into account?

  • I came here to post the same thing. I tried running a contrast analysis tool on the site, but it can't seem to pick up the url (probably the https). I find links especially hard to read.

    Edit - I manually ran the colours through the WCAG 2.0 standards and the results were:

    Blog text - Not passed

    Forums text - Not passed

    Forum links, visited - Not passed (did pass if text is bold)

    Forum links not visited - Passed

    Froum post headers - Not passed

    Footer links - Not passed

  • Hi all

    I'm trying to zoom and out in my game, but I'm running into an issue with mouse coordinates.

    I'm creating two sprites, one on Mouse.X/Mouse.Y and one on Mouse.AbsoluteX/Mouse.AbsoluteY, but as the layout scales neither seem to able to track where the mouse is clicking.

    Sample:

    https://dl.dropbox.com/u/20830426/LayoutScaleTest.capx

    I was able to fix the problem using this post from michelangelo, but according to Ashley in that thread it should be working in the first place.

    Anyone know why the mouse coordinates are not working on scale?

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boolean

Member since 22 Aug, 2012

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