lamar's Recent Forum Activity

  • There are a few ways to do it.

    The easiest is to create a sprite with maybe 10 animations that show the bar growing until it is filled.

    When points reach a certain level the next animation is played and so on until the points reach the desired level and the sprite is filled.

    Global variable Score=0

    On Score = 100 set ScoreBar animation to Bar1

    Set ScoreText =Score

    On Score = 200 set ScoreBar animation to Bar2

    Set ScoreText =Score

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  • You can have them move the game pad and register that in a variable for each direction and button and then use that variable to simulate movement.

  • lamar

    There you go,

    The issue is exacerbated by the floating stick as it maintains the small resolution.

    use only with touch as mouse has more resolution it seems.

    the limited angles are really apparent when moving around slowly......

    https://www.scirra.com/arcade/other-games/test-touch-resolutions-15558

    so.... just make the throw larger it seems will make things better but a large floating touch feels really bad.

    I might return to a fixed one with a large dead zone to avoid small throws........

    Yup pretty obvious loss of angles with the smaller throw.

    I think the feel is about right at 1/2 inch to a little wider from the center point and that seems to cover the angles well.

  • Looks like it worked.

    I added a Function and related all of the upgrade options with Global Variables and just called the Function when i wanted to fire a weapon. Thanks!

    Right on!

  • Oh wow, thank you so much Lamar! I had tried that before, but had used revolute joints and/or pins to connect the rope together. But your distance joint is so much more stable. This is pretty much exactly what I was looking for.

    You're an absolute legend, Lamar. Thanks a bunch.

    Well I am glad it will work for you!

    I hope we get to see your game when you get it finished. I love to whack a Pinata!

  • Can you use dashes or periods for separation?

  • Well congrats on the game!

    I am surprised they let that through as it sure looks like a Mario clone?

    Hope you don't run into legal issues.

  • Hehe nice!! ^_^

    So basically when inventory is ''off'' you set the layer to invisible and pause it? Then when its ''on'' you pause the game and make the inventory layer visible ?

    There are a few ways to do it and that is one. I make it visible on call or you can even do it in a separate layout.

  • I seem to have fixed it by resetting the "fullscreen in browser" setting. I scrolled through all of them, and ended up on the same one. But now there's no whitebar. Thanks for your time lamar, I appreciate it.

    No problem and glad you got it fixed. Now I know what to do if that happens to me lol!

  • Here is what I come up with and maybe it will work for you:

    CAPX

    https://www.dropbox.com/s/milu0mi6ovsmd1b/Pinata.capx?dl=0

  • Did you get your pinata working?

  • Hey there! ^_^

    Basically i am currently designing an inventory system and i would like to ask - what is the best way to do it without causing lags? Ie not hiding it on an invisible layer or something, since having 100 items+, always invis on a laywer may cause delay.

    So what is the best way if not using a new layout for it?

    Any1 knows or got any examples?

    Using the invisible layer would only cause a short lag when the game loads and should not lag after running.

    For that many items an array system would be a massive headache and those are the only two ways I know to do it. I use a hidden layer for an inventory of about 250 items and it causes a short lag when loading but I just use a message telling the user to wait while I am creating monsters and objects lol!

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lamar

Member since 11 Feb, 2014

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