AllanR's Forum Posts

  • I just tried it with safari on my iPhone... it worked fine (except the button was hard to press because it was small, and there seemed to be a 3 or 4 second delay from the time the button went green and the sound started).

    it is an old iPhone 5S, running iOS 12.0.1

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  • the first sprite has no border, so it is harder for C3 to render it. All the others have a one pixel invisible border, so C3 can smoothly rotate it.

  • very nice! Centipede was my favorite game several decades ago. getting the movement right is tricky - looks like you are off to a great start.

  • you need to use many short line segments to draw a bezier curve. As you drag around objects, you need to constantly redraw the line.

    I read through an article about bezier curves several months ago and made a test capx to play around with. There aren't many comments in there explaining what is going on...

    the two most important parts are the function "DrawBezier" (which needs a start point, end point, and two control points), and DrawConnector (which just needs a start and end point, and assumes the control points line up with the start and end points).

    https://www.rieperts.com/games/forum/Bezier_Curves.capx

  • Congrats! that is awesome :)

    I remember having fun playing it a couple years ago - I didn't realise you you hadn't finished it.

  • the bottom edge of the image might be seamless with the top edge, but when you set the position back to -50 the part of the image that was visible (near the top) is not seamless with the part that becomes visible at -50.

    you will either have to change the image so that the "seam" is at the point where it scrolls on at -50, or you can use two instances of the image and move the lower one back up over the other one when it gets to correct point (and move both down every tick).

  • I also never use Tap.

    I like to create an invisible sprite on every touch start (and then destroy it when that touch ends). The sprite object has instance variables to track where the touch started, how many ticks it has been in touch, objectUID it started on, etc.

    then it is easy to tell if it was a tap, or a swipe, and helps make sense of multi-touches...

    For buttons, I don't execute the button code until the touch end. That way if you change your mind and slide the touch off the button, it doesn't execute - which is more intuitive and consistent with other UIs.

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  • as long as that is all happening inside the loop, the new instance should picked, and I would expect that code to work...

    have you defined the size of the array? can you post a sample file to look at?

    if you are creating array instances to go with something else, another thing you can do is make a "Profile" container object, and put an array object in there - that way the array automatically gets created when you create the Profile object, and it selects the correct one when you select the Profile object.

  • I tried it and got the same result as you, so I imported a random sound from my computer, and it worked fine with your code, so I think it is a problem with your sound file.

  • the second last event sets your variable to 1, and then the last event sets it right back to 0.

    you need to use an "Else" to prevent that from happening:

    	Keyboard on Space Pressed
    		Sprite obrot = 0 	: Sprite Set obrot to 1
    		else			: Sprite Set obrot to 0
    
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  • since we can't see much of your code, it is hard to say...

    does the textDebugging list all the enemy IDs? If the enemies were just created, they will not be pickable until the next top level event.

    or if this is a subevent that has filtered the enemies, they may not all be selected (then you would have to use a Pick All before your loop.

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