Bootfit's Recent Forum Activity

  • I've been using a simple 2 frame animation (Player1) for a character's waking cycle that works like this:

    Global number RunFrame = 0

    System > Every 0.1 seconds > System > Set RunFrame to 1-RunFrame

    System > Every tick > Player1 > set animation frame to RunFrame

    However, I now want to replace that character with another that has it's walk cycle over 6 frames (0, 1, 2, 3, 4, 5). There are also additional frames (6, 7) within the character sprite (for jumping, falling etc) so I can't do a simple looped animation.

    Can I amend my existing events, or do I have to rewrite it completely? If so, how would I go about this?

    Thanks all :)

  • Had several messages that my most recent game can only be downloaded to phones running iOS12+.

    Is there a reason for this or a setting I can change and re-export?

    Thanks all :)

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  • Brilliant thanks. That’s going to open up a lot of possibilities. Does the user have to sign in? Or will it open in the FB app if they have it installed?

  • This might be a proper basic to many of you, but a quick question regarding the Facebook plugins.

    Is there a way to reward a user for clicking a 'share on Facebook' button? eg Once it's shared a user is rewarded with an extra life?

    cheers all :)

  • Smashing - thanks :)

  • Where is the system > is on platform expression in the C3 runtime?

    When I was using the C2 runtime in C3 it was under Special Conditions - but it's gone now.

    Any ideas?

    Thanks all :)

  • Probably a really easy one this but I've yet to implement anything with basic movement...

    On the title screen I have a character that starts off screen (at -50, 55) and walks on screen (to 15, 55).

    What events or behaviours etc do I need to implement this?

    Thanks all :)

  • Wow that was easy. Thanks :)

  • How do I get scores and high scores to appear as 01, 02, 03 ... 10, 11, 12 etc as opposed to just 1, 2, 3 etc...?

    Thanks all :)

  • The sub-conditions worked. Added sub-conditions then inverted them.

    Thanks for your help 👍

  • I have a one-click game that has a single button (MainButton) that covers the whole layout.

    On the Game Over screen are three other buttons (ButtonShare, ButtonRate, ButtonLeaderboard) on a layer above MainButton - however when I press any of these three buttons it also triggers MainButton which restarts the game.

    How would I go about implementing pressing ButtonShare, ButtonRate, or ButtonLeaderboard without also triggering ButtonMain at the same time?

    Thanks all :)

  • Managed to get it working - removed the "" from the second event:

    System > create "BackgroundTile" on layer "COLOUR"...

    so it now reads

    System > create BackgroundTile on layer "COLOUR"...

    I guess these are the "" you told me to remove initially - thanks for your help with this 👍

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Bootfit

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