REDVWIN's Recent Forum Activity

  • Hi miketv ! I think that if you just right click any of those existing conditions and then click "Add another condition" it will do what you need. If you want it to be more modular then, instead of that, select all the event and then right click, click "Add" and then click "Add a subevent" and with that, everytime the initial event is true, the subevent will trigger if it is also true (this way you can add many scenarios from a common main event).

  • Hi! I am REDVWIN from Mexico. I enjoy learning C2 and trying to help anyone with my current knowledge.

    I am an industrial engineer but my passion for all Computing was never lost. Even though I honestly lack the fundamentals, my logic and perseverance make for it. Step by step, I will fulfill this dream, a goal that will eventually consolidate my way to be.

    HTML5 is cool and its potential lies within everyone's imagination aside from raw talent of course.

    Greetings and let's always do our best! <img src="smileys/smiley2.gif" border="0" align="middle" />

    Rodrigo Eduardo Diez Vial

  • Hey Darklinki . I know this answer is late but you could try using the Sprite Action: "Z order">"Move to object". There you could specify where to place it: in front or behind a key object (Ex. Another Sprite).

    Hope to read how you managed to do this if you discovered something else.

  • Hi Ashley ! I have spotted 2 possible errors in the sprite plugin.

    1.- If after setting an animation which speed is 0, you try to set it again from beginning (press "1"), it doesn't work (or it appears that it sets it "from current frame", press "A" on the CAPX). You need to start it and end it in the same event (Press "S" and then "1" on the CAPX or Press "2" to reset it anytime, not mattering if you used "A" or "S" to advance the animation). CAPX: dropbox.com/s/rt844dukhru4diy/currentanimationframeNotResettingtofirstframe.capx

    2.- Try alternating between 2 animations of the same sprite... if you try setting them "from current frame", their original frame is lost and they begin at the very same frame that the last animation was playing. CAPX: dropbox.com/s/9tnicblevdk4z1j/currentanimationframeCantrememberLastframe.capx

    A posible solution could be to use an instance variable that remembers this. CAPX: dropbox.com/s/ogsk25mt4knyrk7/currentanimationframeInstanceVariable.capx

    It would be great if in the debugger you could add the current animation frame for each animation that a sprite has.

    Thank you very much.

  • Yeah! Hope you progress fine with your zombie game. Time to update your DevBlog! crusadersoftware.com/devblog.html ;)

  • No problem. Glad I was of assistance. :D

  • Hi morex . Please try using an instance or global variable.

    I include a quick example: dropbox.com/s/te38b7nob6p47a4/disableclickexample.capx

    Good-Luck!

  • REDVWIN I downloaded the file, but it says you are using release 159, and I have release 158.2. How do I update, or are you using beta updates?

    federer365 I got this error on the HTML5 platform testing on Google Chrome.

    If you deleted all the other animations, how did you get the bullets to disappear as you shot the gun?

    Please try this other link: dropbox.com/s/qfdw8iwn44idesb/updatedzombie2r15802.capx

    As for the Beta Release: scirra.com/construct2/releases/r159

    <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Hi! Please try this awmace5 : dropbox.com/s/gggzsmx7i9ycv7s/updatedzombie2.capx

    -----

    Changes:

    Instance Variables in AmmoIcon

    Added Actions to "Player on Collision with AK47"

    Added Subevents in event "On Z pressed" and some conditions were disabled (delete them)

    Added Subevents in event "On X pressed" and some conditions were disabled (delete them)

    Added Actions to event "On animation "PistolReload" finished"

    Adjusted event "Is animation "AK47" playing" so that the weapon reverts to pistol when AK47 runs out of ammo.

    Added Subevents in event "Bullet on created" so that everytime a bullet is generated, the current weapon clip is saved. This is helpful when changing between weapons so that you can get the correct remaining ammo for each everytime.

    -----

    Good-Luck! :)

  • Thank you. I know that there is a 100 limit per version and that the generated code expires 1 month later if not used right away, so if there is one available, I will use it to test the app in my iPhone 4 iOS 5.1.1 to see how well it behaves here (Currently your app requires 5.0 . I also had the opportunity to test your HTML5 version a bit so I expect it to run fine).

    Right now it seems that (at the moment) the recommended minimum iOS hardware to run more complex/demanding C2 projects without much a hassle would be an iPhone 4S / iPod Touch 5 / iPad 2 because on older devices, the current exporter/wrapper (Cocoonjs) is just not very efficient. I hope that this aspect gets reviewed and if there is an alternative, it allows the projects to be feasible in lower-end devices and iOS versions prior to 6 (5.1.1 would be great! This version is the one I keep in my current iPhone 4).

    Here is my e-mail: redvwiniwx@hotmail.com

    Once again, Thank you so much and keep going with your endeavor! =^]

  • Congratulations rocky10529 ! Here's An article AppAdvice has published about your creation: appadvice.com/review/hiddengem-magnetized

    Will it work fine in my iPhone 4? Hope you could gift some promo codes via a mechanic.

    Good-Luck with this awesome start! >:D

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  • Yes. Look up Game Dev Tycoon in steam, it's HTML5.ep. It uses node-webkit and it is a good sim game. I advice you to get a non Steam version (Ex. Windows 8) because right now they are gifting you with a free Steam key. I have it and I can say that it is a great aid for anyone that is interested in getting into the indie development scene. Please try their demo or the trial on the Windows Store, you won?t regret it. <img src="smileys/smiley2.gif" border="0" align="middle" />

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REDVWIN

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