Kyatric's Recent Forum Activity

  • You can take screenshots of the canvas using the system action "Snapshot canvas".

    Otherwise, instead of actual images, you could save the position and animation frame of each sprite composing your robot (in a data structure like an array or something) and display it accordingly in your game.

    For that, I guess you should look into the local storage and existing examples on how to save/load the data, and create some functions to help you saving and displaying the robot accordingly.

    Also no need to bump your topic after one hour.

    Do researches on your own, and if in 24 hours there is nothing new, bump is authorized, not before.

  • You need to put the speed as a global variable.

    When you encounter the event that makes it speed up (for example every X seconds indeed) aff a certain value to the content of that variable.

    VariableSpeed = VariableSpeed + Value

    Then add also the same content to the current bullet speed of existing blocks.

    Block.Bullet.Speed = Block.Bullet.Speed + Value

    Possibly to modify the distance of block creation, according to the new speed, you can act on "NextBlock" value.

    Possibly something like :

    NextBlock = NextBlock + Value * dt

    It is up to you to see if multiplying by dt (Delta Time) will fit or not and if not adding it won't make the game impossible.

    Finally make it so that on creation, block's speed will be based on the variable's value.

    Create Block

    Block.Bullet.Speed = VariableSpeed

    This should, every 20 seconds raise up the overall speed of blocks and their distance of creation.

    As to what condition exactly use instead of every 20 seconds, it is up to you and what you want to happen in the game.

  • : Update your graphic card drivers.

    You apparently also changed the name of the plugin within the edit files, it is not supposed to be "Hasher", so who knows what other modification you may have applied to the original files. Try to get back to the original exact files and see if you encounter the same issue.

    Otherwise, it doesn't seem like an issue directly linked to the plugin, or to which I can do anything. This is inside C2's editor itself and the graphic card drivers update should help.

  • As it is still difficult to understand what you are trying to achieve, let me explain what is happening in your current capx.

    First, on collision with Yellow figures, you destroy them and modify some Instance Variables values in the car.

    When the car hits the wall, it creates a Yellow figure at some point of the car. But at the same time, it considers it is colliding with the Yellow figure, and so it destroys it and modifies the instance variable values, like it did when running in Yellow figures at first.

    In regards to your previous messages, it seems you are willing to have some "max human capacity" in the vehicle.

    It seems also that on collision with the wall, you want all your figures to get out of the car.

    And you are trying to make it so that one of the figures in the car is always a red figure.

    It still is very vague. And it requires to modify entirely your project.

    Moreover, a lot of the implementation depends on exactly what you are trying to make, which we have issues understanding.

    I understand English is not your main language, but I'm afraid we can't help further if you don't provide more explicit details.

    Here is a way to have yellow figures getting in and out of the car :

    Please explain in further detail what the red figure is supposed to represent, what you want it to do exactly, and if you expect having more than one of it out of the vehicle during the game.

    Support is opened during business hours in UK.

    Your message has been treated and according to the badge on your avatar you have managed to get your license, congratulations

    Closing the topic now.

    Always prefer to deal with payment issues directly with the support, not in the forums.

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  • I'm not sure to understand your question actually.

    In Construct 2 we talk about object type and instances.

    Making the difference between both is important.

    We can have an object type sprite that we name "Item" and that contains different animation frames, or animations (in case you want to display the item as animated).

    Using instances of the "Item" object type allows to have code applied only to this object, but yet have this common code happening for all instances, and so in the end for all "Items" shown/used in the game's logic.

    It is simpler to use, doesn't require to duplicate events/actions changing the destination object type.

    It also allows to keep all assets in a single place, easier for access.

    Using animation frames number can also help having some logical connection with arrays indexes (they both start at 0, and so by checking what animation frame an instance has, you could be able to use this number to access the data for the item, stored in the array, quite easily).

    I hope this makes sense.

  • Here is the code for it.

    Objects in the project :

    Text to display some moving informations.

    Sprite - Moving animation to have something changing in the different snapshots

    Sprite2 - A "frame" from a different color, placed underneath "Snapshot"

    Snapshot - The sprite in which you display the snapshot

    Button - The button used to trigger taking a snapshot.

    You could set Steam to download beta releases (not really advised as in case of breaking release you are stuck until a new release comes up, generally blocking one to two days of development).

    You could very well download the free edition for r229 from the website and open the capx in it as well.

  • Kyatric Sorry about that I jumped the gun because his attitude of "hello people answer me now".

    Well, I know what it's like, but in those cases, prefer to use the report tool and just go to another topic without even answering the current one.

    Mods will review the reports and act if/when needed. You'll enjoy visiting the forums far more if you take a more detached approach.

    See something that should be reported, do report it and move on, mods will deal with it, you don't have to and can enjoy going to other parts/topics.

    Always keep in mind this is a written forum with people from different countries/languages/cultures.

    English is used, but possibly not always mastered, and it's OK.

    tomi71: I agree, you hadn't an attitude and asked further questions after an appropriate time. The question appeared perhaps a bit clumsy in regards to your actual intent. It was a bit tricky because of the "Make my game for me" users that often tends to come to the forums. Even though in the end that's not what you are and not what you asked. There was just a language barrier issue, yet everything is fine in the end, everyone is on the same page.

    There wasn't a capx, but I did one to answer your question, following the tutorial. It was quickly done, so no big deal.

  • With the fade behavior, make sure that you have set the property "Destroy after fadeout" to no, otherwise you can't make a "cycle" because simply your object/instance does not exists anymore.

    You will also need to have two fades behaviors on the same object for it to work, one fade in, another fadeout. Make sure for both that they don't attempt to destroy the object when they are done. Make sure to change their names to something obvious as well (you can modify the name in the behavior dialog).

    I'd use something like FadeIn and FadeOut.

    On FadeOut fade out complete - FadeIn - Fade restart

    On FadeIn fade in complete - FadeOut - Fade restart

    That should help getting your cycle.

    But perhaps you should rather look into using the Sine behavior, using the property "opacity" rather to obtain that pulse effect. It sounds simpler and will achieve the same look in the end.

  • You need to create some sort of data structure, instead of trying to "store" sprites.

    What matters is the logical object the sprite represents.

    You can then, instead of using several sprites, use only a single Sprite with multiple animation frames (or animations).

    You should then have a multiple dimensions array which X will represent the "index" for each object, and the values on Y will represents parameters/properties of the object, for example, the animation name to use in the Sprite object type to display the logical object.

    One of the Y value should be either 0 or 1, 0 means the object hasn't been found, 1 it has.

    When initialising your array, you should set the maximum Y (Height) value possible right away.

    Even if you are not filling it right now (the default value of "empty" cells is 0 so it still contains a value).

    Resizing the array "on the fly" in Y risks of losing existing values and can actually be a logical nightmare to implement.

    If that did not help, consider posting your capx and explaining clearly what you are attempting to do, what you have done so far, and what you experience and how it differs from what you would expect.

  • Last time I was indicated such an issue, the person managed to "fix it" by updating their windows version.

    Nevertheless, the dll name is indeed very strange and could lead to believe there is some malware at work, or some data corruption somewhere (a deficient cluster on the hard drive, this happens). In the case of a malfunctioning cluster a clean reinstall of windows might be to be seen.

    Otherwise, make an attempt at creating another Windows account/session, and see if executing Construct / installing Construct on that session changes things or if you encounter the same kind of issue.

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Kyatric

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