LittleStain's Recent Forum Activity

  • > I guess you could put the menu on a layer with blendmode and force own texture..

    > Another way would be creating and destroying the menu-items dynamicaly..

    > A combination of both would ofcourse also be possible

    >

    > It all depends on your needs..

    >

    Could you link me to some tutorials/read-ups for what is blendmode+force own texture?

    There is a blendmode example available from the new project dialog..

    Force own texture is a layer property, so the blendmode affects only that layer..

    effects and blendmode

  • you mean something like:

    cursor is over button1

    or

    cursor is over button2 - set cursor to hand

    else

    set cursor to default

    if you have the paid version, using families would be easier..

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  • Seems to me alextro has given you a great starting point..

    What you have to do now, is adjust things so they suit you better..

    "my 1st trouble is all the ball will have the same move"

    It's unclear if you want to have the same move or not..

    If not you could add randomness or adjust per ball depending on your requirements..

    "If I use just 3 point like your capx file , I just only make a banana move"

    You might want to try adding more points, although the math will probably become a bit more complicated..

  • just adding a system trigger once while true condition to the cursor is over event should do the trick..

  • Not sure, but have you tried turning off Seamless mode, since your tiles aren't connected in your tilemap, this might cause the issue..

    Construct2 seems to prefer tilemaps in which the tiles are against eachother, starting from the top-left.

    the tile offset and tile spacing are for compatibility with existing tilemaps, but if possible I would avoid them.

  • I guess you could put the menu on a layer with blendmode and force own texture..

    Another way would be creating and destroying the menu-items dynamicaly..

    A combination of both would ofcourse also be possible

    It all depends on your needs..

  • Why don't you just try?

    If you set a text to lerp(0,50,2) you get 100..

  • This should be a good start:

    Ofcourse, other keys (keycodes) should also be taken into account..

    edit: SpriteF = SpriteFont-object

  • Although I have had no difficulties working with the tilemap myself:

    If your tiles are 32x32 adding those settings to the tilemap-object properties should get the tiles to be the correct size..

    Having the background show might be because of your tiles having (semi)transparent edges..

  • I guess it's personal preference..

    I tend to use DOM-elements during creation and testing, but replace them with Sprites and the like before "publishing"

    Just like I replace all text-objects with the sprite-font object..

  • The issue here is, that the button object isn't rendered inside the canvas.

    It is a "DOM"-element that "floats" above..

    That's why it will always be above sprites, even if you try to change the z-order..

    It's also the reason why moving it has different results than moving objects that are rendered inside the canvas..

  • I guess I understand what you are trying to do, but you are trying to load a game from a slot, but you haven't saved anything to that (or any other) slot..

    You do have a localstorage called "point_keys" but it's hardly any use in this case, because the variable points is already set to that before going to the second layout..

    What you could do for example is use a dictionary object and set it to the framenumbers, save it to local storage and set the animationframes from that..

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LittleStain

Member since 26 Apr, 2011

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