ForgedByHand's Recent Forum Activity

  • I'm trying to make a mute button. It's currently based on a sprite with 2 animation frames, and is using a boolean to detect states (although I've tried with an integer & a compare frame with no success).

    On touch I was trying to get it to test state, switch animation frame & mute the sound. It works when theres only one touch statement pertaining to the 'mute' object in the events panel but not when theres 2. Where am I going wrong? Would it be easier to simply move the 'mute' object off stage and simply replace it with an unmute button? I'm presuming the system is fussing about 2 touch statements on one object...

  • Got it, was going about things in the wrong way, I basically took all my members out of the family and setup individual animation frames on the ball, then at random intervals I can change the animation frame for a different one. Dead easy.

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  • I am building a very basic ball physics game and have grouped various ball types together in a family. What I would like to do is at random intervals replace the family member currently on stage with a randomly selected member.

    I had a look into arrays but they just store strings or integers, not object references. However surely a family could be seen as another type of array, are the members given indexes that I can call against?

    OT is it possible to speed up the physics simulation over time to increase the games difficulty?

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ForgedByHand

Member since 21 Dec, 2013

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