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    Having worked with UDK and previously Unreal 3 in the past I thought i'd weigh in on this.

    At it's height, Epic had around 10 programmers working full time on the engine for each stable release and 2 Scripters working on the front end code not to mention the entire team that worked on Kismet function (the visual scripting part).

    Scirra has Ashley and

    My point being; the amount of time it takes to write new features vs the rate they're expected by the user base is vastly disproportionate.

    Either we have a stable engine that exports to a fair few platforms or we have a largely broken engine that has a lot of features (see the early days of Unity engine or the first few months of Unreal 4).

    There's always going to be limitations to what Construct can do and the guys are simply moving the engine in a direction that will allow Scirra to keep growing as a business and better develop the product we're all paying for.

    With only a couple of people working on the backend nobody can seriously expect everything in this thread to be addressed immediately and in the lifetime of C2 we've had a whole lot of new features and things the community has asked for, but everything takes time.

    Personally I don't like the idea of a browser based system, but that's just it, I don't like the idea of it. Nobody can judge C3 yet and I wouldn't expect it to be in a state where anyone can judge or berate it for at least the next 12 months.

  • Used CocoonJS for a few published games in the past. Never had any trouble with it at all, it just works brilliantly and their remote preview tools are excellent.

    When making "buttons" with cocoonJS you just need to use a standard sprite and have an "on Touch" action for it instead of a button object.

  • msha91

    Just done a quick Example CAPX file.

    You can get it here: https://1drv.ms/u/s!Au_xHg0ueCl3wQYVTUj0VorZRpMp

  • Best bet is to use a Global variable for this I think.

    Each time you shoot, add 1 to the variable.

    On the final shot, reset it.

    So your event would be something like:

    On Mouse click & BallNum==1 -- Shoot Blue & add 1 to BallNum

    On Mouse click & BallNum==2 -- Shoot Green & add 1 to BallNum

    On Mouse click & BallNum==3 -- Shoot Red & set BallNum to 1

  • Hello Zion,

    I have attached an example I did for another forum member the other day for showing and hiding layers using the same key, you should be able to adapt it to do what you need <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://1drv.ms/u/s!Au_xHg0ueCl3wQVQVQShmJCgQBVh

    Hope that helps.

  • Ah, my mistake. Apologies

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  • Hi Mayfly

    Please see below image. Text boxes do support this feature.

  • ramyaswetha

    Hello mate,

    I've put together a file to demonstrate this and stuck it on my Onedrive.

    https://1drv.ms/u/s!Au_xHg0ueCl3wQVQVQShmJCgQBVh

    Let me know if that helps.

  • Personally, I can't draw at all, I have pretty much zero artistic ability but I can produce okay pixel graphics and I can 3D model.

    So when working on other titles, I have produced a 3d model and then run renders and normal maps through photoshop to produce the textures for it with good results. Currently I am moving away from this and trying to produce pixel/sprite art for 2d titles entirely by hand but the results are very mixed and sometimes inconsistent.

    So, I would say use whatever art style you can produce best and that you think fits with the game

    You want your game to look the best it can, so produce whatever style you have confidence in.

  • Looks good and would love to give it a go but obviously doesn't work with keyboard/mouse and couldn't get touch controls to work on my tablet.

  • Exactly as MpplantOfficial says above:

    IF you want a chance of something, you'd have a variable and then modify it using "random(FIRST,SECOND)"

    So, say you want a 50% chance of an event happening,

    Global Variable XXXX
    
    Event -- SomeTrigger -> Set Variable XXXX to Random(0,100)
    
    Event -- if XXXX <= 50  -> Do Action and reset XXXX to 0
    Event -- if XXXX > 50  -> Do Action different action and reset XXXX to 0
    [/code:1rs6ji49]
    So what's happening above is that the variable XXXX is set to a random value between 0 and 100
    the other 2 events then check if it is greater than, equal to or less than 50 (giving you a 50% chance since it's between 0 and 100).
    
    Always best to reset the Variable to 0 after you've triggered the event just to be sure it doesn't get triggered twice.
    
    Be aware that when using "random" the number it generates is a float, so can have decimal points.
    To counter that you can either round the number up or floor it down using the following.
    [code:1rs6ji49]
    set XXXX to Round(random(0,100))
    OR
    set XXXX to floor(random(0,100))
    [/code:1rs6ji49]
  • No problem at all Koto. Glad I could help!

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AM_Games

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