mekonbekon's Recent Forum Activity

  • Most likely what says, but if that isn't the issue double check that you haven't got any silent space at the start of your sample.

  • Like Excel or Google sheets.

  • Hex27 Your sounds will trigger every tick. Try adding a "trigger once" condition to each event.

  • I'm not sure that you can host your games on Drive any more. I use https://www.bitballoon.com/ - it's free and super easy to use.

  • My suggestion would be:

    1) Create a spreadsheet with all of your strings, one column for each language.

    2) Copy those strings into a json array file or save the spreadsheet as csv and use a converter tool such as this: http://www.convertcsv.com/csv-to-json.htm , using the "CSV to JSON array" option.

    3) If you use the converter you will need to modify the output file slightly so that it's suitable for C2:

    {

    "c2array":true,

    "size":[2,3,1],

    "data":[ [ ["english0"], ["french0"], ["german0" ] ],

    [

    [ "english1"], ["french1" ], ["german1" ] ],

    ]

    }

    In this example each row is a new string and each column is a different language.

    4) Save this text file as *.json and add it to your project by right clicking on the files icon in the Projects bar and selecting "import files".

    5) Add an array object and the AJAX object to your project.

    6) Import your json data into the array object by using the AJAX object:

    On start of layout: AJAX | Request yourArray.json (tag "yourArray")

    AJAX | On "yourArray" completed: Array | Load from JSON string AJAX.LastData

    7) All of your strings should now be in the C2 array.

    8) You can now set the correct language string by calling it from the array e.g.:

    Set text1 to array.At(stringNo,language)

  • Global variables shouldn't reset when going to a new layout. Are you using a "Reset global variables" action with an "on start of layout" event? If so, you will need to save the score to a local or instance variable, or to local storage before resetting the globals. You can then reassign the value back to the global variable after resetting.

    If you aren't using reset global variables then you must have an action in your code somewhere that is setting the score back to 0.

  • If you want different types in one belt you can add different animation or frames to the asteroid object and use the "choose" expression to pick a random animation/frame in the event where the asteroid is created.

  • Only one spawner per belt - it's a lot easier to handle than trying to create multiple belts from a single spawner

  • I've updated the project file with a nicer tile set.

  • Hi all,

    After reading through this thread:

    tilemap-auto-tile-help_t92366?&hilit=tilemap+bitwise

    ...and working through R0J0hound 's neat system for 4-bit autotiling, I thought I'd have a pop at an 8-bit version and came up with this:

    dropbox.com/s/ff0tic8sw1cu0od/bitwiseTilemap_01.c3p

    It uses a full 48 tile map, which means all those corners get properly filled. I've set it up so that at start it'll render any initial tiles laid out in the editor; it takes a few seconds to redraw the starting layout, but after that you can left click to add new tiles and right click to delete.

    For this to work the bitwise values need to be mapped to the correct tile numbers - you can find the mappings in the tilekeys.json file

    For those interested in delving deeper I found these two articles useful:

    http://www.cr31.co.uk/stagecast/wang/blob.html

    https://gamedevelopment.tutsplus.com/tu ... -cms-25673

    EDIT: updated link to demo - improves initial tilemap generation (thanks to jobel for catching this) and fixes new tile creation on left click.

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  • kiugetski

    Would this work for you?:

    https://www.dropbox.com/s/y2e0x0lt4qwf4 ... .capx?dl=0

    Tap any key to toggle motion.

    You can add extra belts by duplicating the spawner object.

    Set the variables on the spawner object to alter the belt's properties:

    no = belt number - this will be assigned to the asteroids in that belt and is used to set the asteroid's frame no

    eOriginX & Y = the origin points for the ellipse that the asteroids in that belt follow

    spawnNo = the number of asteroids in the belt, determined by spawnMin/Max

    speed = the speed of the asteroids around the origin

    sizeMin/Max = limits of asteroid size

    eAngleOffset = angle of the ellipse

    angleMin/Max = limits for initial spawning of asteroids

    bandWidth = band within which asteroids will spawn, added to ellipse width/height

    eWidth/eHeight = ellipse size. Set these values equal for a circle

    I cribbed heavily off this thread, so shout out and big ups to R0J0hound and cincipon:

    viewtopic.php?f=147&t=80345&p=656028&hilit=ellipse#p656028

  • 1. Add a tiled background object

    2. Set its image to your repeating pattern

    3. Move the tiled background to the top left corner

    4. Grab the bottom right handle of the tiled background and drag it to the bottom right corner of the layout window

    5. Check that the size of the tiled background in its properties is the same size as the layout window.

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mekonbekon

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