Exion's Recent Forum Activity

  • I like to reset all the button animations first, then check if mouse is over a button, I pick the top one (in case you have overlapping buttons) and set its animation to hover.

    Thanks for the solution. It's working now. :)

  • I got many instances of same object 'Button' which is a sprite object. When i hover the mouse over single button only that one needs to glow.

    I created a 'Mouse Cursor is Over Button' as well as inverted 'X Mouse Cursor is Over Button'. So when it is hovered over a button it's animation gets changed. While the inverted condition is there to change to default animation once it is no more over the button.

    But when i move the cursor really fast over many buttons while making it remain inside one of the buttons, all of the ones i drove the cursor over glows. Since the first condition is not at all broken since the cursor has somehow not left any of the buttons. Only when the mouse has left the button, all of them goes to default animation.

    The problem is that the 'Mouse Cursor is Over Button' condition applies to any of the buttons and not just a single button. I tried giving them instance variables but hovering over any button still seems to give the same result as all of them are still passing the value instead of just one, i think.

    How do i fix this ?

    Example Test : https://drive.google.com/open?id=1WODl0PlDOKdwAsj7VRbVHcwRPYESaqaC

    Tagged:

  • Thanks a lot again. It took a bit of experimentation with it yesterday and it's working very well now.

  • I was trying to parse values from a text file. So when i used AJAX it seems like there is a delay to wait for the request to be completed and during that all the dictionary keys i previously used which i am replacing with AJAX don't get filled for the other events to be run with. This causes the game to not even start. Before this i had used events to set all the dictionary key initial values so it was instant causing no problem. But now what would be the most efficient way to deal with this ? Should i add a flag to everywhere where i am using a dictionary key to solve this to wait for the AJAX request to be completed ?

  • Thanks for all the replies guys.

    I postponed this feature since it was giving me a headache and moved on to another and other sections of the game. I will check it out and reply once i get back to this to work on it and test it again.

  • Here is the new rendering with it, full size here : https://imgur.com/a/S7GzN

  • Thanks a lot fisholith. The issue is solved now.

  • Here is the goal and the issue reconstructed as an example file. It is working in here but not in game. Here are the screenshots for the both.

    In the working example,

    The goal here is to stretch the sprite upto the text. Here is the .capx file for it.

    https://drive.google.com/open?id=1G7g_v ... Mf3xJJ5qR5

    Here is the original section which is not working an having the problem i mentioned before. Here, i am trying to extend the collider upto the text.

    Here is the full size image of the above. The one above gets cut off a bit.

    https://imgur.com/cCshU97

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  • When i rotate a sprite a bit to a different angle it appears like this. Even in the editor. How to fix this ?

    Here is the .capx file,

    https://drive.google.com/open?id=1f8I-rOgzNQqEBrxupLvZ0obozsyGjSRU

  • Hello.

    By typing ObjectA.width = ObjectA.width + ObjectB.width you're giving Object A the width of Object A and Object B together.

    Why don't you just give object B width the width of Object B?

    ObjectA.width = ObjectB.width

    Let's say you want it to change whenever Object B width is being changed, you can do}

    Every tick --> set width ( of object B)--> ObjectA.width

    Did I get you right?

    It is supposed to be the sum of their width itself.

    If width of object A = 100 and object B = 50 then object A should become 150. If object B's width changes then object A's width also need to change with respect to that.

  • For Example,

    ObjectA.width = ObjectA.width + ObjectB.width

    Here, the object A should just have the size of object B dynamically updated to it. But object A keeps getting bigger infinitely.

  • I need to use the same function with a sprite object in it to loop and work on any sprite that is send to it.

    As an example,

    When layout is loaded, Function : Call "GenerateEnemy" ("RedEnemySprite", 100, 12)

    Function : On "GenerateEnemy",

    • Set RedEnemySprite instance variable Hitpoints to 100.
    • Set RedEnemySprite instance variable Attack to 12.
    • Create RedEnemySprite at SpawnLocationSprite position.

    Like in this example, anything like RedEnemySprite, KnightEnemySprite, MonsterEnemySprite or GhostEnemySprite need to be send to the same function so that instead of RedEnemySprite, it will do that. Otherwise there is the need to create the same three events for each enemy like this.

    So is it possible to send a sprite through a parameter or variable so that different ones can be passed through it and to act on it ?

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Exion

Member since 24 Nov, 2017

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