neutrinox's Recent Forum Activity

  • I give up!

    I think I have set the sine behavior settings in every possible way, but I can't figure this out:

    I want to use a sine wave to lower the opacity of an object with the "value only" functionality of the sine wave.

    But it seems like no matter how I change the settings, I can't get the opacity to start from 100 and go down from there.

    What settings should I use for my sine wave so that I start the wave at value 100 and head downwards from that?

    Here are my current sine settings:

    Active on start: no

    Movement: value only

    Wave: sine

    Period: 36

    Period random: 0

    Period offset: 0

    Period offset random: 0

    Magnitude: 100

    Magnitude random: 0

  • You are right, I made a simplified version of the project with only the necessary elements and it worked! I have to look for other causes of the problem in my main project. Thanks for your help!

  • Tried it like that now too, but then the new layout never loads.. Maybe what I'm trying is simply too difficult and I should switch my entire approach.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hmmm can't seem to figure that one out..

    Here's the structure with which I'm trying to follow your suggestion:

    -Touch on touched textUniversal

    --textUniversal text is "Reset game" -->system -wait 1 seconds

    ----------------------------------------------------->textUniversal -set text to "resetting"

    ----------------------------------------------------->system -go to firstLayout

    With this structure the text no longer changes, but the system doesn't change layouts either. I also tried other arrangements of events and subevents but so far I haven't come up with the right cocktail :/

  • Hi!

    Is it possible to have a subevent run it's course even after the triggering parent event is no longer true?

    I'm asking because have gotten myself into a situation like this:

    When a player clicks on the "reset game" text, I check that the text of the text object is indeed "reset game" (because I use one universal text object for all texts).

    However, before actually resetting, I would like to change the text to "Resetting..." in a subevent to indicate a change (so that the player gets visual feedback that the click registered).

    The problem is that now the parent event condition is no longer true (text is no longer "reset game" but instead "resetting") and it seems like also the child event stops executing additional steps.

    I know there would be other ways to solve this, but I'm interested in understanding Construct better. So is there any way of changing the text while still keeping the subevent running?

  • You need to stretch the main window so that it spans both monitors. You can stretch it if you first click on the little rectangle in the top right corner of the program.

  • I'm not sure if I understand.. I would not like to change my window layout, I would just like to understand how Construct decides where a new layout or even sheet should open. My current layout spans two monitors and is setup like this (from left to right):

    Monitor 1:

    -properties panel

    -big window for layouts

    Monitor 2:

    -layers panel

    -big window for event sheets

    -projects panel

    -objects panel

    Again, I'm very happy with that setup, but when I open layouts from the projects-panel, they open inside the projects panel (I would like them to open in one of the big windows instead).

  • This is a question about the Construct UI:

    How does Construct decide where opens the event sheet or layout when I double click to open it inside the projects-panel? At the moment Construct is opening all event sheets inside a very small window which is very frustrating for me. Is there any way I can make construct open event sheets in the same UI window where my other event sheets are open?

  • Just in case this helps someone else searching for this information, here's the expression I ended up using for my HUD:

    set text to "= " & left(str(money*100), len(str(money*100))-2) & "." & right(str(money*100), 2)

    There is one small weakness with this method: if the number is zero then there will be no decimals. But that one exception can be easily taken care of with an if-statement.

    EDIT: Actually there is the problem that if the original value is less than one (for example a decimal like 0.50) then we only get a number with two digits and the above expression stops working. I need to research this a bit more.

  • Thank you very much Paulscottrobson, that sounds like simple way of handling it!

  • Hi!

    I'm trying to have a currency system with two decimals in my game. How can I make the heads up display always show the two decimals, even when the value happens to be a round number? In other words my problem is that round values like two are displaying as 2 $ instead of 2.00 $. I tried to search but couldn't really find anything on this subject. Any help would be appreciated!

  • Thank you, this seems to work! And I learned about Wait 0, which seems very useful!

neutrinox's avatar

neutrinox

Member since 17 Jan, 2014

None one is following neutrinox yet!

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies