mindfaQ's Recent Forum Activity

  • Your images had a transparent image edge of 1 pixel on each side.

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  • No need to pack the code in one event, you can just contain the skip code in a function and call it by the mouse or timer event

  • The browser object has a way of executing js code, maybe you can trigger your script with that.

  • Like this:

  • Thanks, at least I could get all the main options in (although I cut something like deleting saves).

    I thought about the next stuff that could be added:

      images / background / screen:
    • transitions (crossfading)
    • effects (maybe screen shake, color filtering, not sure what else could be useful here and what's available in construct) text:
    • enable to hide the text box by script
    • split name display and text display over two separate text objects to give better control over where the name is displayed in one's design
    • multilanguage support (this will end up in the options obviously ^^) music:
    • better control over when it is played at what level user interface:
    • options menu
    • gallery menu
    • music menu
    • scene replay menu
    • exit button
    • deleting savegames
    • exporting and importing savegames to move them from one device to the other (could probably be combined with a database storage one could offer to his players) compatibility:
    • options for different screen size support? usability:
    • better flow control
  • or if you want to destroy the one you created first / last and then go on with the previous, use

    your trigger

    for each bullet sort by bullet.iid ascending (or descending): destroy bullet; stop loop

  • You could have done the same thing with functions as I see it, btw

  • variable = "apple;orange;banana;strawberry"

    on start of layout

    for 1 to tokencount(variable, ";"):

    set text's text to text.text & newline & tokenat(variable, loopindex-1, ";")

  • The timer behavior is easy to understand:

    1) first you must start the timer with an action (start timer, which you can find under the object, that has the timer behavior); give the timer a name/tag.

    2) then there is an event "on timer:", here you use the name you've given your timer and it will trigger when the timer is up

    yeah... guess that's it.

  • first event is my suggestion; second event might be what you were trying with your events, I'm not sure. Use one and see what it does (don't use both simultaneously)

  • BurningWood:

    I gave scripting a visual novel "engine" in Construct 2 a shot as well, you can view it here:

    Advantage of Construct 2 would be the ability to add your custom code / minigames / subgames / extra functions you wish / whatever.

  • Else works like this:

    read the first and second else as "else if" in your mind if you want

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mindfaQ

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