mekonbekon's Recent Forum Activity

  • istero I've updated the capx. I had a hunch that there was a simpler way to do this without using the "scroll-to" behaviour, so I had a hunt around on the forums and came up with this:

    https://www.dropbox.com/s/7in3nja83t3oy ... .capx?dl=0

    Much simpler, just 2 globals and 2 events <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • istero You're welcome

  • istero

    Would something like this work for you?:

    https://www.dropbox.com/s/7in3nja83t3oy ... .capx?dl=0

    I've created an invisible sprite that has the scroll-to behaviour: as you swipe with your finger it moves in the opposite direction to the swipe, moving layer 0; Layer 1 has a parallax of 0,0 so it remains stationary.

    Any objects that you put on layer 1 remain in position, any on layer 0 will scroll.

  • Not sure if this is exactly what you're after, but it will generate a map of hex tiles:

    https://www.dropbox.com/s/5y69dqolh6abq ... .capx?dl=0

    You can specify the total number of tiles and tiles per row in the globals.

  • skrotar updated:

    https://www.dropbox.com/s/mxz4j28nuy36d ... .capx?dl=0

    I added a little bit of deceleration to get the max speed working, so a slighty hacky solution, but barely noticeable when playing - you can probably increase the ship.decel variable (= less damping) even more and it'll still work.

    If I manage to work out a proper solution (which I think involves limiting the vX, vY separately based on max speed) I'll let you know.

  • You're welcome I'm working on the speed clamp at the mo', I'll update you when its done.

  • skrotar

    How about this?:

    https://www.dropbox.com/s/mxz4j28nuy36d ... .capx?dl=0

    Left/Right keys to rotate, Up to accelerate and Space to fire. Word of warning: there's no clamp on the ship's max speed yet, so easy on the gas <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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  • Hi willmonteirofx,

    I've updated the capx again, adding in scrolling for the object layer and locking the hud:

    https://www.dropbox.com/s/vl30jbms1ucpf ... .capx?dl=0

    Instead of creating and destroying the picked object I just set it visible and invisible as needed.

    To keep the picked object on the mouse I set its position to mouse.X("picked"), mouse.Y("picked"), which means that it follows the mouse's position relative to the "picked" layer.

    I added now run the check to avoid spawning objects on the inventory against the inventoryFrame object rather than the inventory objects.

    Lastly, I swapped the names of the animations to their respective colour, rather than "one","two" etc, so that the picked text is less confusing.

    Notice that the both the "picked" and "inventory" layers have parallax 0,0.

  • Cheers for the feedback, very useful - I realised that I picked up that book with a bunch of other stuff a while back and forgot to check it out; just had a look at it and all the images are blacked out, not sure why... I'll pop Andreas a line.

    EDIT: Seems to be an issue with Adobe Reader and Edge, opens fine on Opera and Firefox. Chrome refuses to play with any pdfs for some reason :S

  • Out of the options you've listed above is there any one that you would recommend over the others? I've got a bunch of C2 projects that I'm looking to get on the Play store (not too bothered about iOS at the moment) but the range of options is daunting. Also, are there any good up-to-date tutorials covering the process? Most of the ones I've found are a few years old, so I'm uncertain as to their reliability. Thanks in advance for any help you can offer.

  • Do you mean that on the same event e.g. Object A collides with Object B, a random sound will be played?

    If so, one way to do this is to give your sounds a set of indexed filenames like sfx_0, sfx_1, sfx_2.

    Then on your trigger event use the audio action "play (by name)"; in the audio file name field write: "sfx_"&choose(0,1,2)

    You could of course use choose with non-indexed file names e.g. choose("bang","laser","grenade"), but indexing gives you more flexibility, especially if you have a lot of sounds to pick between - you may even want to switch from using choose() to floor(random(min,max)) as this would allow you even more control over what was played.

    For bonus variation add the "Set playback rate" action directly underneath this action, setting the playback rate to a random number.

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mekonbekon

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