skymen's Forum Posts

  • What do you mean by "follow the scroll"?

    If you mean that your character should continue heading right, I recommand you to look at the built-in runner template.

  • Make a Global event page and in it, test if the LayoutName=SaveLayoutName

    If not, then go to the layout.

    On end of app, save the value of SavedLayoutName by using the Local Storage Plugin.

    Or you can just use the "save game" action, and load game each time you launch the game.

  • I think that the physics behavior already manages weight. Just play with the density value in the behavior parameters.

  • To check if a layout has already been used, you can set an array that way:

    When you wanna load a layout, you check if the array contains the layout name.

    If so, reload another random layout

    Else, load it and set a new value in the array containing the Layout Name.

    On new games, reset the array to 0

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  • Ok I did it.

    Here it is:

    (add in https)://mega.nz/#!h01iAb7K!dAfBI_0W9bkPZtaUWB1PdSqYtzLSa4atRml154Ch1Pc

    Good Luck.

  • Didn't want to put a .capx file as there is a lot more code than just this, and it could have been disorentating. However here it is.

    (add in https)://mega.nz/#!l901XITC!-X0nNVQqgELUXHseqkmHBNAZ1nfeL9RlTqZwBfTueMU

    skymen

    Yes. In Construct all the subevents work at the same time. Not in order you put them.

    You should use "else" statement or "trigger only once" to get rid of the loop.

    What do you mean by this?

    This should not change a thing as each door has an ID set in a variable, and each button also has an ID. So when the button's ID is equal to the door's ID, and if the button is activated, it should open the door.

    Anyway, I'll try adding a "Trigger once while true" condition to see if it works.

  • Did you set up your default values in the family or in each object?

    This might be the cause. Also, which version of Construct are you using?

    Does this happen each time, in every family?

  • What do you mean by "special/cool text effect"?

    If you want to have good looking text, look at cooltext.com

    If you're talking about cool animations, I recommand you use the Sine behavior, and play with it's scale and rotate values.

  • You should add in instance variable that you set for each dot. Then, in your condition you add a condition where you test if both values are equal.

  • I've made some code that should open a door if a button is activated, depending on both's IDs.

    Here is the code:

    However, the code doesn't work as expected...

    In fact, it waits till all the lower IDs are activated to activate higher ones. Also, for the rotating doors, the door work randomly. Sometimes it does, sometimes, it doesn't.

  • Hi, I'm making a chat room for some website, and I would like to know if ther is a way to notify the user when he receives a message if the chatroom does not have the focus.

  • Hey!

    I'm currently making a game where the player can change his shape. One of them is a ball. I would like to know how i could make it so when the player is playing the "ball" animation, thc collision mask to circle instead of collision polygon, and switch it back when playing another animation.

    Thanks

  • Hey guys. I've got a question. is there any way to make a particle physics. Meaning that the particle should bounce and/or stop on collision with another sprite (tagged, or solid).

    is this possible using the particle plugin?

    If not, is it possible in general?

  • Yep, that's what I finally did

    It would make my code longer because I would have to check for my "animation" variable then create the wanted object. Unless you can create an object via an expression (that would be better actually )

  • Yeah, but that would make my code about 3 or 4 times longer :s

    Anyway, that's the first solution I considered :p