GeometriX's Recent Forum Activity

  • Yeah, I've been trying myself to get particle effects to do something great but it's just not happening. I think it is possible, but it needs quite some playing around with to get even half as decent as the quickie method I posted previously.

    My pleasure. Enjoy!

  • Sorry, I was messing about and forgot that I was still working on that same file. Download it again and you'll see what I had in mind.

  • Particle effects could give you a great result, but you'll struggle to get the right sort of cloud-like clumpiness (obviously depending on the sorts of clouds you want) without a fair bit of messing about. Not that it can't be done, just that it's a bit of a faff.

    I'd say the easiest way is with the bullet behaviour. Throw a bunch of cloud images into a single bullet object and spawn the object off-screen. Set the animation speed to zero. On creation, set the animation frame, speed and height to random for a bit of variety.

    Example capx (r133).

  • I removed the group disabling/enabling stuff. It's much quicker to just test the isFlying condition on touch.

    Updated capx (r133). I've made a few changes but have commented wherever I've done so.

  • Nope, it applies to all number variables.

    My pleasure :)

  • I'd say it's as simple as creating a local boolean variable, something like isFlying; set isFlying to true when you launch the clown, and only run the clown launching event if isFlying = false.

    Or just do what you thought of doing: use groups. Just disable the cannon launching one as soon as the clown is in the air.

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  • WebStorage converts everything you put into it to a string, so to put stored values back into a numerical variable, you have to use the following format:

    int(WebStorage.LocalValue(LayoutName))
  • I think it's brilliant that Scirra is working on user interface improvements, and I would love to see a feature that would allow me to store and edit particle effect properties, which could then quickly be applied to new particle systems that I create. These presets could even include sprite PNGs.

    This would make it incredibly easy to reuse particle systems across projects and clone particle systems that have different sprites. Currently, the entire set of properties has to be reconfigured if I want two particle systems with the same behaviour but different sprites - e.g.: fire with smoke.

    If these presets are stored as simple XML files in a particular folder, they could even be shared with other C2 users.

    Additionally, support for child presets could allow for quick and easy management of particle effect variations, and having the ability to change presets at runtime would be invaluable for developers working on both desktop and mobile versions of their games; the Rate property (or whatever else is required) could simply be adjusted in a child preset and used for mobile.

    Also, while I'm at it, I think a live preview of particle effects would be fantastic.

    Keep up the good work, guys!

  • Been having the same issue a lot here too; is it maybe just caused by the cookie timeout being too short?

  • I'd suggest you create an event that tests len(text.Text), if it's over 10,then do the same action as the backspace key event.

  • You can set up positional audio properties in the Audio object itself, then just assign a listener object in the event sheet. Here's a demo; drag-and-drop the green sprite.

  • Louisjoe, are you attempting to run the file that you downloaded from the Ludei online cloud compiling service directly in the CocoonJS launcher? That launcher is just for testing ZIP files exported by Construct.

    If you've already compiled the project online and got an API file, that is what is submitted to Apple for the App Store.

    If you're exporting from Construct, before you ever touch the Ludei cloud compiler, you will get a ZIP file that is loaded up in the CJS launcher.

    Or, an easier way to tell what's going on: what files are inside your ZIP file?

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GeometriX

Member since 23 Aug, 2012

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