Rhindon's Recent Forum Activity

  • I have a countdown timer app that requires the phone to stay awake during the entire sequence.

    I have the Browser object added, but I don't see any conditions/actions that will keep the phone active. Nor do I see any other object that would do the trick.

    Thank you for your help!

  • I second that - I have a countdown timer app that needs the phone to remain awake during that time frame. Any new info would be greatly appreciated.

  • Beautiful! That's what I'm after! Thanks!

  • I'm preparing to make the transition to make a simple timer program a mobile app timer program.

    I just need to know how to or where to find the instructions to make a mobile app close out (ie: pressing the back button on the mobile phone or selecting a menu option to make the app automatically stop running).

    Your assistance is greatly appreciated! Thank you!

    Any other input to make sure I'm on the right track would be appreciated.

    My target platform is Google Play (since I only have an Android), but input for iPhone is welcome.

  • blackhornet - As always, you're an incredible help. Thank you!

    To be more precise, I had to nest my original set up within the For Each event line. But it's definitely working now.

    God bless!

  • CAPX: https://www.dropbox.com/s/cnyihh7p7k4dsda/Gradient%20Run%20v%201-4.capx?dl=0

    EVENT SHEET: "E LEVEL OPS"

    EVENT LINE: 32 (see group HAZARDS / Visualizing the Hazards)

    CONTROLS: WASD (moves ship)

    For every "Arena Hazard" object (check the project folders and subfolders), there is an "Effect" object that is contained with it. When the player Ship overlaps any of the Hazard objects (HazardDamage, HazardSlow, HazardWeapon), it's related Effects object will fade into view. So long as the Hazard objects are only ever singularly overlapped (meaning the ship never overlaps more than one at a time), each Effect object will fade in (on overlap) and fade out (when not overlapped) appropriately.

    The problem I'm having is, if the Hazard areas are close enough that the ship might overlap more than one Hazard area at the same time, the first Effect object that becomes non-overlapped - as the ship moves from one to the next - remains visible when it should fade out. The moment I am not overlapping any Effect objects, all in question fade out to opacity 0.

    It is my understanding that Families of objects are treated just like normal objects, except that each object in a Family can be different from one another yet still considered an instance of the Family object as if they were copies of the same object. That being the case, per my event instructions, why does the Effect object formerly overlapped still remain visible even though there was a brief period of dual-overlap?

  • It doesn't sound like a bad title, but "Arrangement" doesn't seem to fully convey the idea of the game.

    But that's just by going by the title alone. The gameplay may match the title perfectly...but I've not been able to play it, either. I think something more "action" oriented might help. But, trust your instincts, too. You know your game best.

  • glerikud - That sounds about what I do, too, right now. I'm still learning how to refine my own processes. Such as what the best way to group things would be when, for instance, an event would be legitimately put on a player or enemy Event Sheet.

  • nimos100 - Let's hope Ashley [Calling Ashely! Heeeellloooo, Ashley! ] implements this soon or later in C3 when that rolls out. That's definitely a great idea!

  • I truly appreciate the input. Thank you, everyone! Any other suggestions or ideas? Send 'em my way!

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  • Colludium - THAT is actually a very good idea. Running faster is running faster!

  • Just a general question which may boil down to be nothing but a trivial matter of preference...but I'm curious as to any insight about the inner-workings of C2 and/or how and why people choose to use Groups or separate Event Sheets when organizing events for specific portions of their games.

    In my 2-3 years of fumbling my way through learning to make the most of C2, I've adopted the habit of using Groups to better organize and find sections I've already put together. I've also learned a while back about referencing Event Sheets in other Event Sheets...again, to help me section off and more easily find specific portions of my game (ie: an Event Sheet for player/character controls and one for enemy behavior and still another for level-specific characteristics, etc).

    As I stated, this may be a trivial matter where it really doesn't matter in the slightest which is "better", but I'm ignorant on this detail. Is there perhaps a performance advantage to using Groups or separate Event Sheets over the other? Or is it strictly a matter of organization preferences? (I also know that having specific Event Sheets for Layouts is also another key point, but I'm not concerned about that presently.)

    Just looking for input and maybe some new knowledge I didn't have before. Thank you!

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Rhindon

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