oosyrag's Forum Posts

  • Using a canvas object to display the selected color would be rather cumbersome. Either you have a premade list/dictionary of the selections and colors to fill the canvas with, or you use the canvas that covers the whole area to take a snapshot, look up the color at the coordinates that were clicked, and then fill the display area with that color.

    Personally I'd just use a sprite object with all the colors as animation frames, and set it the right frame when selecting a color.

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  • Use a timer behavior on the damage text. On damage, if a timer is running, add the new damage to the old damage. Then create a new instance of damage text.

  • This is commonly done by saving the previous coordinates of the mouse (store in variables at the end of the tick), comparing that against the current position of the mouse, and moving the camera object the same amount from its previous position.

  • Use an external text editor - save the project to a folder, and then you can edit it as a text file.

  • Sorry button without the . was probably correct, as the element itself. Maybe try making the css selector .mybuttonclass and putting mybuttonclass into the class property of the button object in your project?

  • I just tried this myself and it's actually not working as I expected either, will mess around with this a bit and update.

    Edit - derp the animation frame starts at 0 and the animation frame count starts at 1, so the current animation frame needs to be compared to animationframecount-1.

    dropbox.com/scl/fi/jf9tqyn0szxgzg0yec3ik/incrementdeckexample.c3p

    Event sheet 1 is the way mentioned by tarek, which is probably the most compact way, where different animations in the same sprite objects are separate decks.

    Event sheet 2 is using different objects for different decks. You can put them in a family (which I don't currently have access to) as well to make things simpler.

  • .button, not button.

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  • I believe saving to local storage is hidden/disabled in chrome where you have the ability to save directly to the local file system available.

  • For a larger set of data, I would use an array, with an instance variable to store the picked value. Upon randomly selecting an index, delete it out of the array, and store the value in the instance variable. You can push it back into the array when the next value is chosen.

  • Functions don't preserve picking, so you're selecting all spheres as it is right now anyway, which may be your problem.

  • I'm not sure if loopindex works with For Each?

    Try using Repeat (or For) sphere.count times instead.

  • First thing that comes to mind would be to have different animation frames as the card in each deck, then it's simple enough to progress to the next animation frame.

    Proceeding to the next deck would be on trigger, if current card = deck size, destroy current deck and create next deck.

    You can also use the advanced random plugin with permutation tables to keep track of shuffled decks if you want.

  • I don't even see any sprite scaling in the example given, so the simplest approach would be to have the sprites orbit, and sort z-order by y position.

  • construct.net/en/make-games/manuals/construct-3/system-reference/system-actions

    Set canvas size

    Set the size of the canvas area in the page, if appearing inline to the page (i.e. a fullscreen mode is not used). If a fullscreen mode is in use, this effectively changes the size of the Viewport size project property, which adjusts the size of the viewport.