lukedirago's Recent Forum Activity

  • Link to .capx file (required!):

    Load/Save state problem with Cursor

    Steps to reproduce:

    1. Run the proyect, on the main menu the cursor changes the color of the sprite.

    2. On the game, press right click, goes to pause. Press resume

    3. Go again to pause, and the cursor will no longer change the color of the sprite.

    Observed result:

    The cursor stops changing the color of the sprite once the state is loading

    Expected result:

    The cursor events should work regardless of the load/save state.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack: Windows 7 Ultimate

    Construct 2 version: Beta Release r142

  • spongehammer I was hoping it was something with the logic of events.

    I'll post it as a bug, thanks

    But anyway;

    • Anyone now how to fix that small 'jump' of image when it goes to the other layout?
    • Anyone that comes to a different approach to make the same effect in the buttons with the cursor is over?

    Thanks

  • Just in case to clarify a little bit more without looking at the capx:

    When life is 1, the bar width will be 50 (50*1=50)

    When life is 0.5, the bar width will be 25 (50*0.5=25)

    When life is 0, the bar width will be 0 (50*0=0)

  • How about...

    --->|Keyboard| on press Space Bar - play "gun"&random(3)&".ogg"

    I don't know if I wrote it right, but you get the idea. Basically make the number on the file you're playing generated randomly everytime you press space

    Hope it helped :)

  • Hello there!

    I found myself in a little trouble here;

    I'm making a pause system, that basically saves a state, takes a screenshot, then goes to another layout (pause) and loads the screenshot into an empty sprite using the 'Load image from URL' using the URI of the canvas screenshot. Here's the event sheet I made for an example:

    <img src="http://i.imgur.com/bpe8tXj.jpg" border="0">

    I know most of you will say "Use System, Set time scale:0" but in my case, it's far from ideal, since I'm using a lot of fx via WebGL, like Noise, and if I just freeze the time scale, the fx keeps running.

    Well, this system I show you in the screenshot, actually works, and works pretty well except for two things: When I go to the Pause Layout, you can see the previous image loaded and the new one replaced, making a small jump. I can live with that, but if someone knows how to fix it, it would be great.

    My mayor issue, is the buttons. In my game, I have a family of buttons, and two events that controls how they behave; if cursor is over them, switch to frame 1, if not switch to frame 0.

    For some reason I still can't figure, once you 'resume' (load from state) it breaks it. I replicated here in the .capx without families so if you have a free version you can still use it.

    I think I saved it using the last beta, if you don't have it, let me know and I can downgrade from C2 to the stable one and re-export it.

    Thanks! I hope some can help me :) I'm banging my head quite hard on this one.

    Pause with Load-Save problem

  • Same problem here; keep getting current score instead of hiscore. =/

  • Update: I have found a solution, I don't know if it will bring future problems, but as for now is actually better since I'm not spawning new objects and have to hide them. It has less events I think.

    <img src="http://i.imgur.com/MIDms7Y.jpg" border="0">

    I'm sure it simple, but yet I can't find a way to call the funcion OnScreenReset when I touch the background. If I add an event that triggers when it touches the BG, then nothing works.

    Any ideas?

    Here's the updated capx

    Deploy and Display 2

    Edit: I've found the way to do it, just a simple fix. Here it is:

    <img src="http://i.imgur.com/NLxqZIG.jpg" border="0">

    That leaves everything (as for today <img src="smileys/smiley2.gif" border="0" align="middle"> ) fixed.

    Maybe this will help someone.

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  • Hello everyone!

    I'll cut to the chase: I've read for a while and searched but I couldn't find a real solution to an issue I'm encountering here.

    I'm making a TD, and I'm starting with the deployment system. I'm making it with an isometric view, already sorted out many things. But I'm having a problem with the display of the units. I want to select a unit, and it should display the range, and upgrade button and a sell button. I made a container, and a local variable to set if it's selected or not, and depending on that if it displays it. But the thing is that I want only one to be selected, if I select another one it should turn the others off. Here's a graphic example, the events and the capx.

    Thanks!

    <img src="http://i.imgur.com/j1trEVR.jpg" border="0">

    <img src="http://i.imgur.com/jid1OVt.jpg" border="0">

    Deploy and Display Info

  • Hi Geometrix!

    Thanks for the tutorial, for some reason I missed it yesterday when you replied.

    It looks great, I'm gonna have a look right now ;)

    Thanks!

    Luke

  • Hi! Thanks for the quick reply!

    I've come to a solution in the meantime, but again, I don't know if it's the most efective one. Here it is.

    <img src="http://img198.imageshack.us/img198/3910/soldierdeploy.png" border="0" />

    Thanks again! I'm sure I'm gonna bother you again with something really soon hahahaha ;)

    Luke

  • Hello! This is my very very first question here, so sorry if it's too n00b ;)

    I've beginning using C2 a week ago, mainly to make a prototype of a game, but now I'm finding it robust enough to make it entirely here.

    It's a basic Tower Defense game.

    So, I've progressed a lot using the turret example and behaviors, but I'm starting to need more. Like deployment of the turrets for example.

    jayderyu Your method of using drag & drop worked like a charm, but I'm trying to limit the area available of deploy. So I'm trying to make a condition, to only place the turret if is overlapping a sprite. It works, with the exception that if it's not overlapping, just leaves the DD icon everywhere else, you know what I mean? Maybe there's a more logical solution to this. I hope you can share if that's the case :D

    Thanks!

    Luke

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lukedirago

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