AllanR's Recent Forum Activity

  • looks awesome! :)

    that would look great in an under-water scene as well.

  • if you use create object to create a new family instance, you will get a random member of the family (unless you give it the object name you want - not the family name).

    but if you save the UID of an object, you can pick by UID using the family name and will get the object you want - not a random instance.

  • if your player is using the Platform behavior, then when you start the attack animation, you can use "Set ignoring input" to have your player not respond to any input.

    then use the animation trigger "On Finished" to stop ignoring input when the animation is done.

  • I would probably do what Dop suggested, but you can also create the object by its name to get the color you want, then use the family name to simplify code in other areas. (The UID will be the same whether you pick by the object name or the family name.)

    another advantage of Dop's suggestion is that you could then add the object to a container so that the correct instance is picked with the parent object.

    since particles can't have animations or frames, you will either have to use the "Set Color" option or a family...

  • you can ask the question as many times as you like, it doesn't change the answer... :)

    the base sprite must be one pixel wider so that the rotation point can be in the middle. No one will be able to see the difference - other than the turret rotating better!

    here is a quick test I made to look like your tank:

    https://www.rieperts.com/games/forum/tank.capx

  • Awesome game! :) there are some very well designed levels in there.

  • here is what I came up with...

    I use a blank card, which is a container that has the sprite fonts for the numbers required (this automatically picks them when a card is picked). Without a separate card image for every question and answer, the game is a lot smaller in size.

    swipe from the right to reveal answers, next question...

    when you swipe from the left, it goes back to the last question (it doesn't go back to an answer).

    after testing for a bit, the swiping gets a little tiring... might want to thing about a tap to reveal the answer on the current card, and then a swipe for the next card.

    if you wanted to go up to 12x tables, you would have to shrink the font. I tried making the font proportionally spaced so that more characters could be displayed, but I thought it is batter to keep digits in fixed columns to help reinforce that the columns matter.

    the Symbol sprite has animations for division, addition and subtraction - so it wouldn't be hard add extra modes from the menu layout...

    https://www.rieperts.com/games/forum/FlashCards.capx

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  • to do a random order, and not have duplicates, you normally would put the numbers in an array, shuffle the array and then remove the number as it is chosen. Since you only want to choose a question, not an answer, you would put the even number frames in the array: 0,2,4,6,8...

    I had a couple ideas I wanted to try last night - I will take a crack at it tonight. Rather than have a separate layout for each times table, I would use one, and just pick the appropriate sprites. I also wanted to try pinning a sprite font to a blank card too - so that it would be easy to expand up to 12x or any other number, and allow addition, subtraction, division.

  • I had made a sample yesterday too, but since you said you were going in a different direction I didn't post it...

    but since Kyatric did, I thought I would too. :) I use two instances of a sprite "Pages" so that the next frame can slide over the current visible one. It is very snappy - I thought about using tweens but decided I liked that you can slide a page on slowly if you want, or quickly. if you slide the page less than 1/3 of the way on the screen, it goes back off-screen.

    https://www.rieperts.com/games/forum/Swipe_Alt.capx

  • if there is a frame on screen, then you can't have the next frame slide on - unless it is a separate sprite. (you could alternate between two instances of the same object to achieve that)

    if you are advancing the frame while it is in touch, that will event will get executed 60 times a second, so it will flip through 20 frames in less than half a second.

    it gets a little tricky... do you want to swipe one way to get to the next frame, and swipe the other way to go to the previous frame? does the speed of the swipe matter? what happens if you start to swipe but then stop?

  • glad you figured it out!

    this is a quick sample I made to show how I might handle it...

    https://www.rieperts.com/games/forum/ChooseCharacter.c3p

  • you can use uppercase(text) or lowercase(text) to convert the text to be upper or lower as required.

    if you need to know before you take any action, you could compare two values like this:

    if TextBox.Text = uppercase(TextBox.Text) then you know it was already all upper case

    or

    if TextBox.Text = lowercase(TextBox.Text) then you know it was already all lower case...

AllanR's avatar

AllanR

Member since 21 Nov, 2013

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