Nevesbr's Recent Forum Activity

  • I use a shadow sprite:

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    Very cool, is there a capx for this to help me?

  • Thanks, R0J0hound abusing it a bit could you give me a capx of this at events?

  • I took on a challenge to solve and tried a few things without success... Does anyone have a source that deals with this work?

    I need that depending on the distance that a cannon shoots at a target, the bullet behaves in showing the shadow... The start and the target being point 0 without shadow, in the middle of the path the highest point...

    I tried with animation and using distance but it didn't turn out as expected.

    I wish this:

    I don't know if using animation would be ideal... Could someone create a separate shadow using code I don't know... Can you help me?

  • Change it to 2D array - set its height to 2. Then split the results with tokenat() moving the scores to Y0 and names to Y1.

    > For "x" from 0 to array.width-1
    
    .. // Extracting name
    .. Array set at (loopindex, 1) value tokenat(self.at(loopindex,0), 1, " ----- ")
    
    .. // Extracting score
    .. Array set at (loopindex, 0) value tokenat(self.at(loopindex,0), 0, " ----- ")
    

    After that if you sort the array, it will be sorted by scores.

    Very well thanks !

  • Hello again guys, please I need help because I use google firebase to host my points I store something like this in a global...

    Big Monk ----- 90 GREGORY ----- 150 Gabriela ----- 70 Karen ----- 90 L7iz ----- 170 Nevesbr ----- 110 You ----- 80 among us ----- 60 cheese ----- 70 harry 66 ----- 70 nate ----- 180 nobody ----- 100 pecinha ----- 80 veneza ----- 110

    So I threw this into an Array and got this:

    But I came across the problem of it not sending the largest point to the top...

    So using tokenat I removed the names and managed to organize the points but how am I going to show the points with names again to the player?

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  • v1.0 stable

    [Add] Map terminal.

    [Add] New rooms.

    [Add] Bag sprite.

    [Add] Inventory.

    [Add] End game screen.

    [Add] More levels decorations.

    [Change] Improved movements.

    [Change] Collectable item now goes to inventory.

  • Now i'm working on minimap terminal, and inventory now with bag.

  • Updated with supply division and Fog.

  • That's right, now I just have to get used to it... However, I didn't know that groups preserved their states when I left, so in the multiplayer game I'm playing, I returned to the room and the Peer and HOST groups were already open, causing a lot of bugs. Here's the link to a complex multiplayer strategy game I'm working on.

    construct.net/en/free-online-games/nevess-military-c3-multiplayer-58939/play

  • No... You are confusing the global function of the layer or the layout... I meant the state of VISIBILITY and THE ACTIVATION OF GROUPS. As soon as you leave a layout, the groups that were deactivated at the beginning become activated... When you return, the player expects to find the group deactivated and it was activated last time... The same thing for the layers... They remain visible and interactive forever.

  • It's out, please test it out... I've been working hard to develop an online multiplayer military strategy game.

  • I think 'restart layout' should reset the groups.

    If the layers preserving their state is a problem, then they shouldn't be global...

    Yes restart Layout resets the state but the intention would not be to restart, it would be to exit... And come back later... So that didn't solve it. In the end I had to reset them one by one.

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Nevesbr

Member since 7 May, 2011

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