Rhindon's Forum Posts

  • I have a countdown timer app that requires the phone to stay awake during the entire sequence.

    I have the Browser object added, but I don't see any conditions/actions that will keep the phone active. Nor do I see any other object that would do the trick.

    Thank you for your help!

  • I second that - I have a countdown timer app that needs the phone to remain awake during that time frame. Any new info would be greatly appreciated.

  • Beautiful! That's what I'm after! Thanks!

  • I'm preparing to make the transition to make a simple timer program a mobile app timer program.

    I just need to know how to or where to find the instructions to make a mobile app close out (ie: pressing the back button on the mobile phone or selecting a menu option to make the app automatically stop running).

    Your assistance is greatly appreciated! Thank you!

    Any other input to make sure I'm on the right track would be appreciated.

    My target platform is Google Play (since I only have an Android), but input for iPhone is welcome.

  • blackhornet - As always, you're an incredible help. Thank you!

    To be more precise, I had to nest my original set up within the For Each event line. But it's definitely working now.

    God bless!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • CAPX: https://www.dropbox.com/s/cnyihh7p7k4dsda/Gradient%20Run%20v%201-4.capx?dl=0

    EVENT SHEET: "E LEVEL OPS"

    EVENT LINE: 32 (see group HAZARDS / Visualizing the Hazards)

    CONTROLS: WASD (moves ship)

    For every "Arena Hazard" object (check the project folders and subfolders), there is an "Effect" object that is contained with it. When the player Ship overlaps any of the Hazard objects (HazardDamage, HazardSlow, HazardWeapon), it's related Effects object will fade into view. So long as the Hazard objects are only ever singularly overlapped (meaning the ship never overlaps more than one at a time), each Effect object will fade in (on overlap) and fade out (when not overlapped) appropriately.

    The problem I'm having is, if the Hazard areas are close enough that the ship might overlap more than one Hazard area at the same time, the first Effect object that becomes non-overlapped - as the ship moves from one to the next - remains visible when it should fade out. The moment I am not overlapping any Effect objects, all in question fade out to opacity 0.

    It is my understanding that Families of objects are treated just like normal objects, except that each object in a Family can be different from one another yet still considered an instance of the Family object as if they were copies of the same object. That being the case, per my event instructions, why does the Effect object formerly overlapped still remain visible even though there was a brief period of dual-overlap?

  • It doesn't sound like a bad title, but "Arrangement" doesn't seem to fully convey the idea of the game.

    But that's just by going by the title alone. The gameplay may match the title perfectly...but I've not been able to play it, either. I think something more "action" oriented might help. But, trust your instincts, too. You know your game best.

  • glerikud - That sounds about what I do, too, right now. I'm still learning how to refine my own processes. Such as what the best way to group things would be when, for instance, an event would be legitimately put on a player or enemy Event Sheet.

  • nimos100 - Let's hope Ashley [Calling Ashely! Heeeellloooo, Ashley! ] implements this soon or later in C3 when that rolls out. That's definitely a great idea!

  • I truly appreciate the input. Thank you, everyone! Any other suggestions or ideas? Send 'em my way!

  • Colludium - THAT is actually a very good idea. Running faster is running faster!

  • Just a general question which may boil down to be nothing but a trivial matter of preference...but I'm curious as to any insight about the inner-workings of C2 and/or how and why people choose to use Groups or separate Event Sheets when organizing events for specific portions of their games.

    In my 2-3 years of fumbling my way through learning to make the most of C2, I've adopted the habit of using Groups to better organize and find sections I've already put together. I've also learned a while back about referencing Event Sheets in other Event Sheets...again, to help me section off and more easily find specific portions of my game (ie: an Event Sheet for player/character controls and one for enemy behavior and still another for level-specific characteristics, etc).

    As I stated, this may be a trivial matter where it really doesn't matter in the slightest which is "better", but I'm ignorant on this detail. Is there perhaps a performance advantage to using Groups or separate Event Sheets over the other? Or is it strictly a matter of organization preferences? (I also know that having specific Event Sheets for Layouts is also another key point, but I'm not concerned about that presently.)

    Just looking for input and maybe some new knowledge I didn't have before. Thank you!

  • Got it. Thanks, everyone. I'll give that a go.

  • LittleStain - That's what I had in mind, but that would be a ton of event lines, which is what I'm trying to avoid.

    RayKi - I'm not sure I'm totally following how that will work. Could you explain the logic flow, please?

    Thank you both for your input!

  • For my game, I had my artist send me 70+ frames of a 3D-drawn spaceship (think Donkey Kong Country or Super Mario RPG in terms of 3D graphics in a 2D environment). I wanted to capture as realistic shading/lighting as could be and I wanted to utilize her unique skills as a 3D modeler. (I say this because I know someone is going to ask why I don't just use a single image and rotate it like normal. This is why.)

    I'm pinning this object with the 70+ frames to another object that will actually do all the movement and rotate as normal using the Rotate Clockwise/Counter-Clockwise actions. The angle of this object, which I call ShipBase, will determine which frame comes into play with the ShipImage object that the players will see. For instance, if the ShipBase is between angle -3 and +3, then the ShipImage will be frame 54 (which has the ship facing to the right).

    As ShipBase rotates ±5 degrees, the frame of ShipImage will update to reflect the new angle range. This will not be a problem to do as I can set up two variables to calculate the Current Angle versus the Past Angle and track the overall value in the delta of the angle. However, the problem I will face is when the angle rotates "below zero". If the Current Angle is 1 and then rotates below zero, then C2 will consider the updated angle is 359 or less. When I compare the difference between Current Angle and Past Angle, this will result in a value far greater than 5 and throw off my pending system to determine when to update the frame for ShipImage. Since C2 does not actually return negative-value angles (though it can calculate them), is there any way to account for the change from positive-value angles to negative-value angles via a counter-clockwise rotation?