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  • This will also not work. Because the first condition will trigger the else statement.

    He has to use a boolean and reset it with key release.

    I have to go now. I will post a solution later, if the problem then still exists.

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  • If you set c_haut to 1 then the second code triggers immediately, because then c_haut is 1. You have to structure it another way.

  • Use "delete index".

    Look at [6].

    https://www.scirra.com/tutorials/307/ar ... ers/page-2

  • Would you please use the google translator so we can understand you?

  • I would simply use a 2D array.

    The X row contains all the item information: price (X0), Infotext (X1), satiety (X2), etc.

    The Y row stands for each individual item.

    Example:

    .........X0..........................X1...............................................X2

    Y0......5............."This is a cool Item"..................................5

    Y1....14,99......"This is an even cooler Item"...................10

    Y2.....20......."This is the item you ever wanted".............15

    You than make a "for each Y element" array-loop, for creating the sprites and text. Set their sprite to array.CurY (this is the Y position of each item in the array and simultaneously the ID).

    You only need 1 sprite object (with all frames for all items) and 1 text object for all items.

    Edit:

    For the drag & drop I would do something like this:

    If object is overlapping the background of the shop menu

    • on key press: activate drag & drop behaviour
    • on key release: deactivate drag & drop behaviour
  • My fault I mean on the right side where the commands are.

    I attached a picture showing how I meant it. But if it works now, than its ok.

    It would look like this:

  • No problem. Good to know, thanks.

  • What do you want to do and what does happen instead?

  • I have an idea. I could safe the last angle, before I set the angle to 0°, in a variable and before I start the sine behaviour again set it to this angle. But this is dumb.

    Maybe anyone has a solution for this.

  • Hi.

    I use the angular sine behaviour to make some of my objects look like they wood walk. If they arrive the path I deactivate the sine movement and have to set the angle of the object to 0, because otherwise it won't be on a correct angle. If it then moves again I reactivate the sine movement. But this time it will get out of step and it does look weird.

    Before this issue I did not set the angle to 0 and the objects keeped slightly skew. But the sine movement kept looking correct all the time. So the issue has to be with the angle modification. How can I reset the sine angle? I think it safes where its angle was before and if I change this angle manually it will not look correct anymore.

    Thanks

  • This would be window.width.

  • I searched for viewport an found this: https://www.scirra.com/manual/28/layer

    layer.viewLeft

    layer.viewRight

    layer.viewTop

    layer.viewBottom

    This are the commands. So I assume instead of layout width it would be layer.viewRight .

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Alyra Games

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