LittleStain's Recent Forum Activity

  • I'm guessing you could make a function to do this (that way you only have to write the actions once), maybe even using an array per sprite in a container and having it's values read instead of having to create a seperate action for everything..

  • > Replacing the every tick events in this capx is hardly an effort..

    >

    And how would you modify that capx to not use every tick for example?

    > If you were to set the slider-bar invisible and use sprites to influence it, it would be much the same as the link I gave except for the extra slider-bar object..

    >

    Yeah, expect for the fact that the stupid sliderbar stops working if you set it to invisible.... I'm not sure if that's a bug, or if it's supposed to be that way, but it just doesn't work while invisible....

    By replacing conditions and/or adding more..

    instead of every tick you could use is touching or is mouse button down which would limit the updates to the time change is possible..

    you could use on mouse button released or on any touch end to change the animations..

    you could add an extra variable OldValue and have actions triggered only when value is different from value..

    It would all depend on your needs, but the trick is adding extra conditions or changing the ones already there..

    I'm working with this example myself, changing the object on which it has influence with the scroll-button of the mouse, updating the shown value depending on the attached variables to the object. I also try to limit every tick events and the above methods are some of the ones I've used..

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  • Oh the event above only works when holding down the mouse button..

    If you want a click-event, you should add a variable and change it according to what you want..

    Simulate pressing will seem to do almost nothing if it is only called one tick.

    so on click

    system compare two values mouse.x >player.x

    player set boolean variable moving to yes

    player is boolean variable moving

    player 8 direction simulate pressing right

  • Set default controls to no in the 8 direction properties and add events like the one I showed above?

  • a blank event is the same as "system every tick" event

    It has no conditions so it is performed every tick..

    Replacing the every tick events in this capx is hardly an effort..

    Also adding an event to check if the new value is different from the one before would be the same as using "on changed"

    The big advantage of doing it this way is that no Dom elemnts are used, Dom elements float above the canvas.

    I'n not sure how easy it is to use css to change the appearance of the slider-bar object and how much freedom C2 allows in this case..

    If you were to set the slider-bar invisible and use sprites to influence it, it would be much the same as the link I gave except for the extra slider-bar object..

  • If you use the 8-direction behaviour your "player" has the actions 8 direction simulate controll

    So you should make events like:

    mouse button is down

    system compare two values mouse.x >player.x

    player 8 direction simulate control right

    You should add more conditions offcourse, because mouse.x can be greater than player.x when the mouse is above the player and you would probably want to simulate up instead..

  • You could choose to use a programmed sliderbar instead of the slider-bar plugin..

  • Like I said, the events to create a game like this are fairly simple..

    If you understand the basics of creating events with construct you should be able to create it pretty fast..

    kids click them would be the event:

    On puppy clicked

    to make the puppies visible on the end of the sound

    Audio on ended

    puppies set visible

    So actually what you wish is right there for the grabbing..

  • Yes this is fairly simple..

    Add background in the editor

    Add a puppy sprite with three frames : red, green and blue

    Add sound

    On start of layout

    play sound

    on puppy touched

    --if frame is the same as the sound

    add point..

    play positive sound

    -- else

    play negative sound

  • You could set the angle of the object:

    coin set angle towards object coinbar

    coin set angle towards position coinbar.x, coinbar.y

    Or if you don't want to set the angle on the object itself,

    you could set the angle of motion of the bullet-behaviour:

    coin bullet set angle of motion: angle(coin.x,coin.y,coinbar.x,coinbar.y)

  • You can invert is overlapping, which would be the thing to check in this case..

  • bunch of random letters and numbers?

    I'm not sure what you mean?

    I'm not using text or numbers and definately nothing random..

    It's just 1 event..

    system every 1.5 seconds

    sprite compare variable = "jump"

    sprite platform simulate pressing jump

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LittleStain

Member since 26 Apr, 2011

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