dop2000's Forum Posts

  • Eh, not it doesn't. Not unless you execute "Move to object" repeatedly, on every tick for example.

    I know there are many other ways to do this, I just thought maybe "Move to object" would work this way - fire and forget.

  • How do I disable the Fade behavior

    I meant stop Fade behavior, similar way you start it.

    Is animation "death" playing
    Animation frame=0
    Trigger once
    	Boss Fade stop
    	Boss set opacity to 100
    
  • Ashley, What we asking is to add an option to draw gamma-incorrect gradient. While gamma-correct may be better in some cases, we also need the simple non-corrected version.

    Take OP for example - as I understand, he is creating some sort of graphics editing tool. Future users of this tool will expect to see the same gradient as they get from Photoshop, Illustrator, Corel etc. Gamma-correct gradient in this case will be seen as a bug.

  • Always check the last page of the thread for fresh download links.

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  • You can use the same principle. Only instead of receiving characters from keyboard, get them one by one from TextBox.text

  • So it happens only when switching to death animation by this event?

    You didn't expand it on the screenshot, so maybe there is something wrong inside of it. Or somewhere else in your code...

    Rename Fade behavior on the boss sprite to a unique name like "FadeDeath" and search for this name in all event sheets.

    If nothing helps, as a workaround you can add an event that will disable Fade behavior on frame 0 of death animation.

  • Layout size needs to be bigger than window size, or you need to enable "Unbounded scrolling" in layout properties. Then use ScrollTo behavior, Shake action.

  • I have no idea. You are sending the whole array in JSON format. In this case you need to process this JSON string in the google script. I don't know how to do it.

  • You can use "Wait for previous actions to complete" before picking objects.

    Nicolas Wak No, "Wait for previous actions" works only with asynchronous actions, which are marked with a clock icon. I don't think it will help with picking newly created objects.

  • Have you seen this template? I believe it does exactly what you want.

    https://editor.construct.net/#open=animated-spritefont-effects
    
  • There were some logical mistakes in your code.. As I understand, the circle sprite with Solid=enabled was supposed to indicate an occupied cell, but you never re-enabled Solid, so the end of the game was only detected when a second circle was spawned at the same cell..

    Anyway, please see my version:

    dropbox.com/s/rdzug7useh2e6j1/finishedpoke2.c3p

    Note, that I removed Solid behavior and temporary disable collisions when a new circle is created instead. Also, I changed collision polygon of the circle.

  • When you start "death" animation, do you start it from the beginning or from current frame? It may be possible that when the "alive" animation is on frame>15 and you switch to "death" animation from the current frame, that's when it triggers the Fade, and then "death" animation restarts from the beginning.

    Add another "Browser Log" to the event where you start Fade, it may help to understand the issue.

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  • Your picking event is wrong. You need something like this:

    System For each Head
    	Hand compare instance variable Family=Head.Family
    		Hand set position .....