R0J0hound's Forum Posts

  • You need to change the expression in the load font action

    from

    "chunk"

    to

    Resource("chunk")

  • Try using "for each" above the LOS condition. That will allow it to work with multiple objects.

    + System: For each badguy

    + hero: Has LOS to badguy

  • The listbox's position is already relative to the window. The "Window.X" is not needed.

    To hide or move off the visible window:

    -> ListBox: Set X to 0-ListBox.Width

    To show:

    -> ListBox: Set X to 24

  • I'm glad the example is helpful.

    I re-uploaded it with an additional layout.

    http://dl.dropbox.com/u/5426011/examples5/match.cap

    Layout 3 has random cards, 3d card flipping and particle explosions. It's just eye candy really. <img src="smileys/smiley1.gif" border="0" align="middle">

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  • chrisbrobs,

    There are a lot of changes needed to make it work. My approach would be to scrap the events I gave you before and start anew.

    Here is an updated example.

    Layout 1 is just basic matching, but I think is pretty jarring.

    Layout 2 has smooth card transitions which is more visually pleasing.

    http://dl.dropbox.com/u/5426011/examples5/match.cap

  • Try this:

    + Sprite: On collision between Sprite and Box

    -> Sprite: Set angle to 180-Sprite.Angle+2*Box.Angle

    Just make sure to set the angle of the walls (Box) accordingly. The Left wall should have a angle of 0, Top wall 90,... etc.

  • A more interesting infinite sum of numbers is this:

    4/1 - 4/3 + 4/5 - 4/7 + 4/9 - 4/11 + 4/13 ...

    The further the series is taken, the closer the sum is equal to pi.

  • A way to fix it would be to only set the slide time if the player is not already sliding.

    http://dl.dropbox.com/u/5426011/examples5/slide2.cap

  • Always

    -> Sprite: Set angle of motion to int(.angle/45)*45

  • Ou. That event sheet was really hard. However I exported project to the final stance before it got corrupted. Can I somehow get it back from exported data?

    Exported Data

    Thanks for restoring BTW.

    If you open the exported javascript file and search for "eventsheets": all your events are there in a very verbose format. You can manually get your events back from that location.

    Here's the first event of "event sheet 2" from 85 lines in c2runtime.js.

    -> compareVar unit = 1

    + SetVar unit to 0

    + create Object player2 on layer 0 at (10,10)

    + player2 :destroy

    You only have 30 events over 3 eventsheets so reading your exported events shouldn't take too long. After you've read them all it's simple to re-add the events into your c2 project in c2.

  • I don't know why it happens, but it is corrected if you enable "Force own texture" for that layer.

  • Unfortunately the filenames of the resources are not included in the the exported exe. The Ide exporter and Runtime would have to be modified to include a list of the filenames, which doesn't look to easy to do. I looked into it when I was making the resource plugin.

    Could you change the function you use to take the name of the resource as a parameter instead of the resource name? Then use a sub-event for each resource. That way you wouldn't have to worry about removing resources causing indexes to change.

    <img src="http://dl.dropbox.com/u/5426011/pics/xaudio2.PNG" border="0" />

  • Transparency is not defined as a specific color and can vary though the image. However, magenta rgb(255, 0, 255) is treated as 100% transparent in construct's image editor and with the ImageManipulator plugin.

    Hi,

    The svn on sourceforge is the most up to date.

    http://construct.svn.sourceforge.net/viewvc/construct/

    The only thing that needs to be changed when compiling the IDE to be current is change the CONSTRUCT_VERSION_ID define in IDE\stdafx.h to 10102.