andreyin's Recent Forum Activity

  • You could have a variable that counts how many objects have been created and resets when the layout start.

    Something like:

    tempFirstSpriteCount=0

    tempFirstSpriteUID=0

    ------

    If tempFirstSpriteCount is equal to 0 -> set tempFirstSpriteUID to sprite.UID

    ------

    every 2 seconds -> create sprite

    add 1 to tempFirstSpriteCount

  • Changing them in the Z-order bar should have worked just fine, unless you're creating B first, then A in your events.

    The last object created will always be on top, so you'll have to send it to back or re-order it using code if that's what you want.

  • I'm not sure if these are the same examples from the website but just open C2, go to New and type "particles" in the search bar. There are a lot of examples on how to use particles there..

  • You have to use the Tilemap.PositionToTile event.

    Here's an example for a 32x32 grid:

    https://dl.dropboxusercontent.com/u/238 ... otile.capx

    You just have to compare the tile the mouse was clicked at. If it's -1 it means there was no tile there. You could also compare it to an empty tile if you have one in your tilemap, you'd just change that number.

    if it is empty, it re-positions the sprite to a 32x32 grid. If your grid is different you just have to change both numbers.

  • Thanks for this effect! Is there any way to remove the dithering effect? I've tried editing the code but couldn't get it to work..

  • MadSpy will workshop support be only for the full version?

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  • Thanks for sharing!

  • You need to use variables. Have a boolean variable on your Conv object and do something like "if player taps on Conv -> toggle boolean variable".

    Then you can say "if the variable is true and the player is touching Conv on the bottom, he moves player.x-1", but "if the variable is false and the lpayer is touching Conv on the bottom, he moves player.x+1".

  • Do you have a nvidia card?

    Please post a capx with the bug..

  • I tested it and also got this problem. I noticed that this only happens if:

    1. You have "preview effects" option on

    2. Depending on the zoom, your objects are at the bottom of the editor

    3. If you try removing the "SetColor" effect found in "PlayerFont" and "LimelightFont", the problem still persists

    4. If you delete the "Select number of players" text on the top, the problem stops completely (so weird)

    https://a.pomf.cat/raegom.mp4

    That being said, I also tried it on my IntelHD5500 and it works perfectly, so I can assume it's a Nvidia driver issue.

  • It's impossible to know without looking at the events, could you take a screenshot of that part?

  • I've asked Microsoft numerous times about this but the best I could make of it is that right now it's impossible to have your C2 game on Xbox One. UWP for games apparently IS going to happen but right now there's no ETA. My game is done and I was hoping I could release it in January, but because of this I had to push it back and just hope that I'll be able to release it on Xbox One someday...

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andreyin

Member since 11 Jan, 2010

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