lamar's Recent Forum Activity

  • There in lays the problem with any game that relies on outside files to run.

    The cloud is notorious for moving files to make space which changes the file pointers.

    People getting C3 that relies heavily on cloud storage are going to find that out the hard way I think.

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  • I tried playing your game and it crashed.

    Better check your game in the debugger.

  • I used your link and it opened and ran fine?

    You may need to clear your cache if you are seeing the old page.

  • It looks like your window needs to be much wider to see the game and start it.

    In your website editor should be a way to resize that window and then it should work.

    You do not need to change the HTML which is set to your game but the window frame in the editor should also be set to that same setting of width:980px;height:550px.

  • I feel your stress and I have fought to get those settings right many times.

    You can set acceleration to be less than player speed and decelleration to be very high like 2000 and that will give you close to what you want.

    The only other way is to not use 8 direction and use straight movement commands setting the sprite to X and Y coordinates but requires more events and loses some of the 8 direction behavior features.

  • The way I solve it is to use a blank collision sprite over the ladder instead of the ladder itself.

    Put your collison sprite just over the players head so when they reach a ladder they can choose to ignore it and keep running or jump and collide with the ladder to start climbing.

    That is also useful if you want the player to be able to jump or mover from the laddder before reaching the top as you can check to see if they are overlapping that blank sprite and if not they can be released to do some other movement.

  • Yes using global variables is probably the easiest way.

    You can put the Key Press in your main event and have that set the gobal variable and then put all the check events in sub events under that.

  • You use ON KEY DOWN to read a key.

    You use ON KEY RELEASED to read when a key is up.

    You need both in most games to change the sprite animations between idle and moving

    Example:

    On Left Arrow is Down: Simulate Player Moving Left, Set Animation to "RunLeft"

    On Left Arrow Released: Set Animation to "Idle"

    If you are using the platform behavior the arrow keys are already set to the basic movents but you will have to set the appropriate animation for each key.

  • Thanks Lamar. I think we may have gotten around with asking kids with disabilities that prevent them from using the mouse to use the accessibility settings on their OS. Do you think that this is adequate? This way they can use their keyboard as a mouse and are able to play drag n drop games as well.

    I think that should work fine!

  • I found the answer in this thread:

    Good! Yes it can be rounded to show as actual clock time and there is even a tutorial that shows a wall clock with hands being used.

  • You guys are making things way too complicated for just menu buttons.

    Use Size and just change the size of the object when you are over it and resize back to normal after 1 second.

    On Touch over object: Set Size Object to object size width+100, Object size Height + 100

    .....................................: Wait 1 second

    .....................................: Set Size Object to object size width-100, Object size Height - 100

    All done in one event.

    Kyatric

    Maybe something Tom and Ashley will consider for the new website is setting up an index of capx files with a brief summary where we can share popular capx.

    We can do that now on tutorials but not everyone that writes a capx wants to write a tutorial and we could use an easier way to locate those when people ask questions in the forum.

    It shouldn't be for all capx and the mods should review and add files they think are useful.

    Just a thought!

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lamar

Member since 11 Feb, 2014

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