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  • depends on what you try to achive, right now you can change the rotation speed by changing the players rotation speed. I do assume though you want the camera to rotate not as fast as the player so you can try and use this

    set layout angle --> lerp(layout.angle, player.angle, 0.1)[/code:1wrp1q1l]
    There you can adjust the speed by changing the 0.1 to anything between 0 and 1.
  • I don´t think so

  • Anime Dress Up - 0/10

    Needs much more practice, stick to simpler art until you have enough practice

    Tap & Clapp - 2/10

    Pretty blurry and meh overall

    Rat Arena - 4/10

    Just feels kinda lackluster

    Angry Checkers - 5/10

    Has something to it, simple and effective. But there´s still quite room for improvement.

    Geometry Fresh - 5/10

    Not a big fan of the background

    5 in 1 - 6/10

    so simple, there isn´t much to complain about. Maybe just too simple but considering it was for a jam it´s fine.

    Arkanoid for Painters - 7/10

    This works, could need some more polishing

    Halloween Remembers - 9/10

    Defenitely the best one, maybe just needs a little polishing here and there

    Overall it´s pretty obvious you are a beginner, but everyone was a beginner at some point. Keep making stuff and naturally you´ll get better at it!

  • yolkgames Sorry, I really don´t want to make your game for you for free. I´m in if you pay me a few bucks, also: How urgent is urgent? 1 day? 1 week?

  • I´d do the following.

    • Give each card an instance variable. The same card will have the same instance variable, while a different card has, well, a different instance variable
    • Add two global variables, let´s call them "card1" and "card2"
    • When the first card is clicked, set "card1" to card.instancevariable
    • When the second card is clicked, set "card2" to card.instancevariable
    • Now compare "card1" with "card2". If they match, congratulations, you found a pair, keep the cards open, give points, whatever. If they do not match, reset the cards back since no pair was found.
    • It´s probably a good idea to clear both global variables, just in case. Now step 3-6 can be repeated until the last pair is found.
  • [quote:2e3sdtht]Please let me know if there is a more elegant solution.

    There is a more elegant solution.

  • The button has the "Set CSS style" action. You can apply all sorts of CSS to it, in your case you want to do "opacity" "0.00001" to make the button essentially invisible. and overlay it on the sprite.

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  • You probably can just use every tick --> set X at the bottom of the event sheet.

  • You don't need a subevent, just add it in the on collision event.

  • You can set the sprite flipped/mirrored. Should do the trick.

  • You just put the png above the buttons (z-order) so the buttons go behind the png, that still won't work with the button object tho. The png just has to look like the background it is on or be created to look like a menu.

  • [quote:2278jzx7]In any event, another route might be to use separate text objects instead of buttons, but the issue still remains: how do I mask (clip) the display of a set of objects? A single object works fine using the Source-In blend mode, but for a group of objects?

    I rarely used these blend modes so I can´t really tell. But food for thought, you could also just use a png with a gradient to transparent for very simple masking. No effects needed.

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WackyToaster

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