Asmodean's Forum Posts

  • Ok, thanks for the response. So just to clarify, they decided to do the opposite to maths? Seems a little odd...

    That has a historical reason, I think. The electron beam in a CRT starts in the upper left corner and ends in the bottom right corner. The early Homecomputer uses this coordinate system because it resemble how the electron beam moves.

  • Delete 'System| pick meteo_S instance meteo_S.IID' it's not necessary and you don't specify which IID you mean.

    Then it should work.

  • You have to make a severeal TiledBackgrounds with the height and double width of your Layout/Viewport. If you make a endless runner I assume your Layout is similar to your Viewport.

    Now you have to set all the TiledBackgrounds half outside of the Layout, left or right depends if you want to scroll to left or right. Now move the TiledBackgrounds with different speeds and set the TiledBackgrounds back to start position after they scroll half of there width.

    I made an example, I think its much easier to understand. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://drive.google.com/open?id=0B5FlD ... TNzaWNLMmM

    Here how it looks like (hope that works)

    http://baker-canary-65642.bitballoon.com/

    Sorry for bad english. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hunter

    I would do it like that:

    Or use the MoveTo behavior from rexrainbow

    http://www.scirra.com/forum/behavior-ro ... 44845.html

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  • Use ArrayConverter.

    Put your JSON-String in the TextBox and click Load JSON.

    Edit: Sorry I wrote first ExcelToJSON

  • I think you need more quotation marks.

    "{""c2array"":true,""firstRowIsColumnNames"":true,""size"":[11,1,1],""data"":[[[""Color""]],[[""aqua""]],[[""blue""]],[[""red""]],[[""orange""]],[[""yellow""]],[[""white""]],[[""purple""]],[[""green""]],[[""bronze""]],[[""gold""]]]}"

  • What I mean is when the animation of your objects are playing you can see in debug-mode that the x and y-position of the objects are changing. This is only when the animation is playing.

    If you use chipmunk-physics from R0j0hound this problem doesn't exist. So I assume that is a problem with the physic-behavior.

  • They didn't fall, but I can see in debug-mode that the x and y-positions are changing slightly. It stops, if I turn off the animations. I assume that the objects change slightly the size in the animations.

    I don't have the problem with chipmunk-physic. So I think it's a problem with the physic-behavior.

  • jasonbyre please have a look, if it's what you are looking for:

    https://drive.google.com/file/d/0B5FlDY ... xzNFk/view

    It's possible to do it with only one TiledBackground, but then the image that you use for the TiledBackgroundhas to be the exact size of the of the Layout. Like that:

    https://drive.google.com/file/d/0B5FlDY ... Vzc1U/view

    If you have any question, fell free to ask.

  • [quote:32d9kj6l]Thank you! I'll send you the beta of my game, to check it out once I get it running.

    I'm looking forward to it.

  • Something like that?

    https://drive.google.com/open?id=0B5FlD ... WNRak9OZEE

    It's using particles, so be very cautious on mobil with the number of particles. It can be very CPU-Time consuming.

    Play with the properties of particles and see if it's what you are looking for.

  • You're welcome.

    About the 'swirling circles effec'. Your video doesn't work, so I don't know what you exactly mean.

    Can you explain it a little further?

  • You have to distinguish between triggered events (the one with the green arrows) and non triggered. The triggered events will be triggered only once (hence the name), the other will be triggered every tick (60 times a second) the object is touched.

    In your capx, a new squares will be created as long you touch the object and destroyed only after the animation has ended. This means you see a big square because you see the next to last frame of a newly created square. You can see that you are create many squares in debug mode. If you start in debug mode you will see on the left side of the debug window that sprite 7 count up to 32 objects before the the first get destroyed.

    You can fix that with triggered events. I made an example. Hope that will help:

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

  • Try:

    Array| For each X element -> Array| Set value at Array.CurX to 'your number you want'

    Array| Current Value=5

    This is one event, with one action.

  • Try:

    NWjs | Run "start" for a CMD and

    NWjs | Run "start pathToBatFile" for a batch-file

    for example:

    NWjs | Run "start c:\mybat\batch.bat"