MobileMojo_Games's Forum Posts

  • I'm sure people will find that useful.......

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  • I am trying to learn and find examples, capx files maybe, or even view images at times and many, many of the links I click on are 404 now. Please update your links! The posts become less useful without the required link active.

  • I have searched around, and for a few days, tried implementing viewports, layer identifiers with mouse coordinates, etc but I noticed something interesting.

    My actions:

    I created a scrollable side scroller game layer

    I created a UI layer

    I set a custom cursor to my mouse specific to the UI layer (i.e. Mouse.X("UI"), etc)

    What I found:

    The cursor follows mouse flawlessly, even with game layer scrolls, and all parallax etc does the same (because its bound to UI layer)

    BUT..having bound to UI, if I leave the mouse/cursor at any position in the game viewport, and then move player, say to the right for example,

    The X and Y coordinates of the cursor do not change, even though the cursor moves with the UI layer.

    Makes sense, but not sure how to manipulate the X Y values based on game layer while bound to UI.

    This is to check if cursor.X is > or < a specific game layer object. I do not know, and have not found yet, how to take the cursor X and offset/add the difference of the left side of the game layer/viewportLeft X coordinate from layout coordinate of beginning at 0 with the viewport.

    Does that make sense?

    So moving the viewport will obviously side scroll, and of course layout X Y is not supposed to change, so how can I calculate the different between the viewport Left X and the layout 0 OR even UI X since its left is always 0 also?

    I could then take cursors Mouse.X("UI") and add the difference so cursor.X is always updated even if viewport moves, so its ALWAYS relative to the actual position in the view. The visuals work fine, but the numbers dont change.

  • You guys need to read/watch some tutorials.

    Double-click anywhere on the layout -> Keyboard -> Insert.

    This ^^. Its really the best way to globally find all calls and variables, expressions, etc because it accesses the layout directly. It does not get confused with events already existing, it doesn't care. So, for any addition to the layout (such as those with one time additions like keyboard, mouse, function, etc) go to your layout (not the event sheet) and double click as said, outside instances. And boom. there is all the options there.

  • Name is Mojoyup. Real name Jason I am new to Construct 2 latest release, and have been working on a new PC/Android game called DISSENT. It is currently going through alpha release events and testing, and will be released hopefully on track within a few months as a single map survival test on Steam or .io sites etc.

    This is a hobby for me, but I have worked in graphic design in the past, and art is a nature of mine[talent] so I use it for personal therapy. What better way to do so then make it fun!?

    I have a discord server for the game, yet newcomers are to be given access, though very soon! I have given Staff permission to share server information for joining so Ill see where that goes.

    Hopeful to become a great asset to the gaming community over time. Any questions or comments, feel free