TwinBlazar's Recent Forum Activity

  • see the textbox tutorial: https://www.scirra.com/tutorials/624/te ... le-textbox

    Let's go slowly for what you wanna do. First, let's just have only this:

    (stat 1) (Stat2) and (fixed number)

    one line and 3 numbers.

    For stat 1 and stat 2, you can use TextBoxes there. For the fixed number, you can use text object. These are taught in the link above.

    Also, from the tutorial above, you also learn how to treive the value from the textbox. If you have two textbox objects, for example, TextBox1 and Textbox2, you can refer to the texts inside the textboxes with TextBox1.text and TextBox2.text.

    For the sake of simplicity, in the event sheet, you can use "every tick : set text object's text to int(TextBox1.text) + int(TextBox2.text) .

    This will make it so the value of text object will be set to 2 values of the Textboxes being added up every tick.

    Do you follow everything so far? If so, I will proceed for 7 lines just like you want.

  • I don't know how does that sprite pack look like. A link would be nice. So I am assuming you have an animation for each 45 angle for your sprite. (Correct me if I am wrong.)

    But I believe you will need to use events to apply for all those animations you want. For example, for each 45 degrees angle of your animation strip, you could create animation named "player1_0", "player1_45", "player1_90", ... , "player1_315". Then, from the player's input (touch, keyboard, etc.), you set the animation with respect to the input. For example, if player is heading toward the right, set animation to "player1_180".

    This is the gist of it but of course, there is also animation speed you need to take care of. For example, if player stops moving, set animation speed to 0. If player moves, set animation speed to more than 0. (You need to find a sweet number with respect to how your animation looks)

  • There is not enough information. Since you mentioned

    [quote:2boxnoh7]generate level from that array

    How about you tell us first what kind of game you are trying to make? What kind of fabulous experience are you trying to craft? Or else, we might not be able to help you validly.

    But on the primitive level, you could store number or text in the array and then refer to these values to create certain specific objects when you wanna generate the level. You have to define all these yourself. I don't think there is a much of a formula you can look for.

  • create a global variable isSlowMo = 0

    Suppose you wanna toggle slowmotion with spacebar.

    if keypress spacebar:

    if isSlowMo = 0

    > set global variable isSlowMo to 1

    > set time scale to 0.5.

    else

    > set global variable isSlowMo to 0

    > set time scale to 1

    This event will toggle between normal time and slow motion by pressing spacebar.

  • [quote:31usw50k]I have tried reducing volume and the restoring. The music it never plays after reducing or stopping play.

    Music is never played or is the volume so low that it is inaudible? Check for Audio object in "debug preview" for all sounds currently playing. Is the sound being played?

    Also, please follow bug report guideline and provide us a capx. Not only this will help us to work faster, this will allow your report to be taken care of faster.

  • C2 can't create instances from text string but you can do so with Nickname plugin: and store the name of your objects in text in the array. Then, refer to these text and create objects with respect to your plan.

  • In that case, just create appropriate colored images, put each color separately into different animation of your Object sprite (ex. red image goes into "red" animation, blue goes into "blue", etc.), and set the appropriate animation accordingly in each Object in order.

    This way, it is like model view controller (google it up). You leave your logic be with those numbers comparison while leaving these colors separately from logic. The benefit is, suppose you wanna change color or want to change the whole charade to some other "visuals" completely, you can do so without modifying the events.

  • Upgrade the object using object type in array? So are you gonna destroy the original object and create the upgraded version in the original's place? Something like this?

  • There are several ways to do this and here is one possibility:

    From https://www.scirra.com/manual/132/common-actions

    [quote:34mv0gqp]Set angle toward position

    Set the object's angle to face a position in the layout.

    Bullet on created: set object's angle to face (player.x, player.y)

    If your Bullet behavior has set angle on, your Bullet object should head toward the player right when it is created.

  • Ashley, is it possible for the future release to be able to provide SaveStateJSON without acquiring it only from the trigger "on save success"?

  • Your computer is fine. The fluctuation of framerate is common and it happens once in a while, not only for C2 games, but also other games using some other engines too.

    Also, framerate is updated once every second only. Perhaps a frame got a tiny hiccup, that's why it got 57 fps. But this is negligible, I'd say.

    I believe one of the possible reasons for this framerate drop is Garbage Collection: https://www.scirra.com/blog/76/how-to-w ... javascript

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  • It is likely that you can't. I used to ask about virtual keyboard customization and the answer I got is pretty much "make it yourself":

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TwinBlazar

Member since 14 Apr, 2013

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