RamPackWobble's Recent Forum Activity

  • Try - (not tested)

    if sprite (jump) touched simulate jump button

    if sprite button not pressed

    and

    player is jumping---- set Y vector to 0

  • here is a starting point for you to try

    hold, pause then release left mouse button to jump...

    first press records time

    release works out time mouse held

    time held*1000 (in this case) sets the jump strength

    simulate jump command

    using latest beta - found at bottom of most pages under download

  • try adding a browser object and then its

    on sprite clicked -- browser close

    edit capx added

  • I really am not the best person to answer questions on sound. It is a dark art with too many formats, sample rates and mimes (and lets face it, who wants to deal with mimes ?)

    I am going , for once, to try to keep my mouth shut. Hopefully much more knowledgeable people will be able to answer your questions - my answers would be 70% guesswork. If you are still stuck in a couple of days then give me a nudge and we can try to muddle through ....

  • different browsers use different formats -

    https://www.scirra.com/manual/52/import-audio

  • In this case I would do it this way.. There are ,no doubt, other (better ?) ways to do it though.

  • > my attempt...

    >

    > wait loopindex*delay

    >

    Thank you, still, unfortunately, not what I was looking for, but very interesting to see how people tackle same problem.

    you asked for a loop this is what mine does (I used a for/next rather than a repeat) inside a condition - what more do you want ?

    On Mouse.click

    --for count = 1 to 90 -- System.Wait(1)

    -- Sprite.Rotate(-1)

    as you have this (wait 1) it will run through its loop 90 times (almost instantly) but each loop will be delayed by 1 second so ALL 90 loop will run instantly be delayed by 1 second so ALL of the 90 loop will finish 1 second after they have started.

    now...

    do the loop again but with wait (loopindex) ALL 90 will loop instantly and then carry on with the rest of the program BUT the first will delay by 1 second(and therefore rotate the sprite 1 degree 1 second after the loop starts), the second loop will delay by 2 seconds(and therefore rotate the sprite 1 degree 2 second after the loop starts), the third by 3 seconds, etc until loop 90 will finish 90 seconds later and your sprite will have travelled 90 degrees.

    Run (my) Capx (again ?) but replace the for/next with repeat 90 - works as expected ?

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  • Latest download at the bottom of this page

  • re up/left problem updated capx - you were not using it quite right.

  • not the best graphics - but maybe one way...

  • This will also not work. Because the first condition will trigger the else statement.

    He has to use a boolean and reset it with key release.

    I have to go now. I will post a solution later, if the problem then still exists.

    ?

    [attachment=0:2rizor7m][/attachment:2rizor7m]

    [attachment=1:2rizor7m][/attachment:2rizor7m]

    Yann - good idea about the TRUE/FALSE globals. I agree about using boolean being different to globals just thought I would offer a possible variation...

  • try -

    [attachment=1:1j2iozl8][/attachment:1j2iozl8]

    but - instead of a global variable why not add an instance variable (boolean) to your sprite ?

    you would get :

    [attachment=0:1j2iozl8][/attachment:1j2iozl8]

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RamPackWobble

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