Zygorithm's Recent Forum Activity

  • Thanks. Is there any way to convert from an excel file?

  • First I need an array to store all the properties of spells so it needs to be permanent and present throughout all layouts. Array is like an object type not a variable so how do I preserve that data between layouts?

    Also, the array is getting very long so how could I just preset the values of the array instead of putting it in one by one in the actions?

  • And how do you get the current gameWidth? Everything I've tried only gives me the pre-scaled coordinates.

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  • I have something set to when TouchStartX < 960 (because the layout is set to 1920 x 1080) but when it's displayed on a lower res display, even when TouchStartX is greater than halfway across the screen horizontally it still triggers because it's counting the actual resolution of the display. For example, if the display was 1280 x 720, the condition should trigger when X<640 on the actual display. But the problem is that the layout coordinates don't scale even though the layout itself scales everything in it. How do I either make layout coordinates scale or detect the display resolution?

  • I currently have it set up so pressing Z fires a regular shot. Holding down Z makes the charging animation visible. As a subevent, every 1 second if z is still pressed it increases the charge state by 1 and sets the charge animation to its corresponding level.

    Both pressing Z and releasing Z resets the charge state to 0 and releasing Z fires off a regular attack if the charge level is not 3 and fires a charge shot if it is 3.

    The problem is that just pressing Z shouldn't make the charging animation visible and add to the charge state, but pressing Z keeps making the charge animation visible and sometimes increases the charge state and sometimes brings it back to 0. It seems the code is conflicting. How do I resolve it so pressing Z fires a shot and only holding down Z starts showing the charging animation and increasing the charge state?

  • I want to add a back jump in my game where you face forward but jump backward and leave multiple residual image shadows as you jump back. Kind of like this but with jumping back not dashing forward.

    Is there any way to create this effect through the event sheet or does this just have to be manually added to the sprite image?

  • Would it be possible to port Construct 2 to Native Client (it allows C/C++ ) to let it run on Chrome cross-platform? Would that be a consideration for a future release?

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Zygorithm

Member since 22 Mar, 2014

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