99Instances2Go's Forum Posts

  • Did you know that is on YouTube ?

  • For future reference.....

    The capx was PM'd to me. It is a game in progress with a lot of potential.

    The thing is this ...

    Say one has a layout with Layer1, Layer2, and Layer3.

    Dimensions of the layout is the same as the project window.

    Unbounded scrolling is off.

    Now if you zoom Layer1 and Layer2 (not layer3), one would expect to able to scroll the layout inside the project window.

    That will not happen if the parallax X/Y for Layer3 is still set to 100/100.

    The layout will not pass the 'unbounded scrolling' check when one layer cant scroll pass the boundings.

    Because it is NOT zoomed as Layer1 and Layer2 are.

    Got to set the parallax X/Y for Layer3 to zero/zero to exclude it from the 'unbounded scrolling' check.

    As always, my English is still not improving.

  • Thats gonna be hard to do. With physics. Sorry for retreading.

  • Yes, and it is exactly what lunarray wrote in the quoted text.

    Need to translate number variable to a string with str(number).

  • Set the opacity of the light.

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  • How do you move object A ?

  • Every sprite has already an unique ID. shortened as UID. You can retrieve it in the expression Sprite.UID

    It is unique during run time. It can rearrange during designing, when you going to create/destroy sprites in layout editor.

    You can also give a sprite an instance variable. Give it a accumulating value during run time. Or give it values in the layout editor.

    Both are intensive used. But not (or very rarely) in the way that you mention.

    Using the condition Sprite > 'On collision with another object' will PICK both (instances of) objects, and only those objects.

    The actions work on the picked objects.

  • I'm really sorry for my incompetence!

    Oh gosh, dont be. It is just hard to help with no capx. It always comes down to guessing and gambling.

    I did't get that you zoom, and that has some complications.

    This helps ?

    https://www.dropbox.com/s/1njzsr6mzgjjx ... .capx?dl=0

  • > Second layout is probably same size (or smaller) then the viewport.

    > (Layout size in the Layout properties versus Window size in the Project properties)

    >

    1920x1080 for everything. For both Layout and Project Settings

    So, yeah i gambled right.

    If they are the same, then you cant 'scroll' the layout eh. (when unbound scrolling set to 'no').

  • Set the collision polygon (preferable to the bounding box) and the origin for each animation frame the same. My wild guess.

  • Second layout is probably same size (or smaller) then the viewport.

    (Layout size in the Layout properties versus Window size in the Project properties)

  • If you separate them, you might have a problem with the 'else'.

    I suppose that 'platform' is a tilemap and 'breakable' a sprite. So you cant bring them in 1 family.

    So, make 'breakable' a tilemap, if possible. Now just check overlap with 1 family. I what i prefer.

    You can separate them like ...

    is overlapping platform

    ____set boolean

    else

    is overlapping breakable

    ____set boolean

    else

    ____unset boolean

    i think that should work

  • https://www.dropbox.com/s/xz4e4aehv0ivc ... .capx?dl=0

    Pick how ever you like in event 6 & 14.

  • Maybe.

  • Uh, no. You want to sort on X. Y is kinda 'attached' to X. As branches on a tree. Why i visualise an array as a tree. Sorting on the Y will indeed rearrange the whole tree, forgetting the branches.

    I would Use an temp array. (in dont know better)

    For the first number (150 in '150, cell01, cell02, cell03, cell04, cell05') you can just sort on the X-axis.

    Then you got to loop each Y on an each X index, copy the values on that Y index to an X-axis in a temp array.

    Sort that array, and copy them back.

    So copy 'cell01, cell02, cell03, cell04, cell05' to a temp array. Sort the Temp on X. Copy the sorted values back.

    If you need an example, give me an array in a .capx. Will do.