AllanR's Recent Forum Activity

  • you must have shrunk it to make room for the image... to get it back, put your mouse over the right side of the editor window - until your mouse pointer turns to a double arrow. click and drag to the left to bring it back into view.

  • I just update the file at the link above...

    rotate works properly now, resize doesn't glitch out any more and works fine - until you rotate the object upside down. then resize is opposite to what it should be... so I will have to think about how to resize regardless of angle.

    plus a few other minor improvements.

  • Alon here is a start... it is pretty close to what you are after, but obviously the rotate and resize are very glitchy and quite often don't know which way you are trying to go and freak out.

    I had to start it in C2 in order to use families, then had to move it to C3 to use Create by name... but now it is getting close to the limit of what I can do in the free version.

    I haven't put in any comments yet, so it will be pretty difficult to figure out what is going on... if I have more time later I may work on it some more (I need some of these concepts for a project I am working on).

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

  • lol, I came back to post my version and saw you beat me to it! :)

    amazing similarities... I even chose the same file name! I did it with just on one layout - and used functions to call the transition whenever needed, and used a global variable to trigger the completion of the transition (so you know when it is safe to change the scene or call another layout...

    I like the way you used a global layer.

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

  • I have seen a lot of questions about making trails recently, so I thought I would see what I could come up with...

    I tried two different ways - the first way (the "fake" way) was to use a single sprite that uses gradient to fade the trail out. It works well, and has no performance trouble. But it can't change shape - so it wont follow an object randomly around the screen. I have two balls moving around a circle and the trails follow the balls around the circle, but that is all they can do.

    The other approach is to use a lot of objects to build a trail and have them fade out and shrink down in size as they fade. This allows for a real trail that can follow an object. You can control how fast the trail fades out, how closely positioned the objects are to make the trail look solid, etc...

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

  • that is because buttons stay focused after a click, and intercept keyboard entry.

    that the end of the Button On Clicked events, add a Button Set Unfocused action.

  • take a look at the Space Blaster example under Intermediate Examples, it shows one way to do waves of enemies using a spawner with instance variables that tell what type and how many to create.

  • or put the values in a string with a delimiter and use TokenAt

  • very impressive!

  • there are a great many ways you could accomplish this...

    here is one way I have done similar things - use a "detector" sprite to check for overlapping squares, to see which ones are adjacent and then check or set their state...

    in this sample I briefly show the detector sprite so you can see which squares it is over (normally it would stay invisible).

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

  • nicely done! that was a lot more challenging than I was expecting :)

    who knew that cookies give unicorns so much flatulence...

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  • brunopalermo

    Ashley just closed my bug report and said they are not going to change it back to how it was working prior to R167. So, you can no longer count on new objects being pickable after a function call - they will not available until after the next top level event.

AllanR's avatar

AllanR

Member since 21 Nov, 2013

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