aaronreed's Forum Posts

  • If you have a nvidia graphics card (must be semi recent model), you can open up your nvidia control panel and use shadow play.

  • If we could see a capx we could tell you really quickly if there might be some events that are conflicting that makes you end up back at menu instead of lvl 2. Without the capx all i can say is that somewhere you have an event that is sending you from lvl 1 back to menu.

  • You could give them the platform behavior and turn off controls. Then you can easily control their speed of fall. Just turn on and off the behavior when you want them to fall. (might not be best way to do this)

    Aaron

  • Also thanks for the tip on turning off the blocks attachment on collision. Something so simple yet I hadnt yet thought of it.

  • Hey thanks. I actually had realized that I had made a mistake when trying out the Image pointsand about 1 day ago got the rotations working. Iam using instance variables and just adding/subtracting so I can rotate both ways.

    Ill try to upload a capx to show where I have gotten to. I believe that many of my events are not best use, but Im just trying to use what I know to solve problems to try and mimic the game I am shooting for.

    Aaron

  • I tried using different image points as the connectors but it wasnt doing what i wanted. I also tried to just destroy the box and spawn a new one every time you click the button but it was also a wash. Simply rotating image also wasnt want i wanted as it rotated both boxes.

    I want to be able to hit a key/button and have one of the boxes move to another side of the original box. But I need them to be able to have their own physics. So if one block hits something and stops and does not stop the block that did not hit.

    here is a link to a you tube video to show what I mean.

    youtu.be/gLRyEwqiLiQ

    About 10 seconds in you can see him rotate the blocks and you can also see how they can separate upon collision.

    Thanks for any help or pointers. Even if its just an idea for me to go and test/play around with.

    Aaron

  • Hi all,

    My Name is Aaron and I am from the USA. I am a middle School teacher and Coach. I love strategy and sport games. I still play many classic Total War games. I have been lurking on the forums for the past year and have been on and off again playing with construct 2. I currently have 0 games made and after playing with and making basic shells of many games I am now working on a puzzler inspired by the SF mini game from Puzzle Pirates. Thanks for the great engine and events system.

    Aaron

  • I am working on different puzzle games and this is really helping. Thanks a bunch.

    Aaron

  • Thanks for the help. When I open up your link I cant find the changes that you made. Could you tell me what you changed. Sorry I am slow sometimes. I really appreciate the help.

    Aaron

  • I am attempting make a clone of the Sword Fighting Puzzle game from Puzzle Pirates. I am running into a few problems.

    1.

    My biggest question is what is the best way to make a block that has landed/ stopped moving to no longer be controlled by the user? It seems very simple and i tried to use a instance variable and the platform behavior to check if falling/stopped. But it doesnt seem to do anything.

    Capx for example:

    https@@://drive.google.com/file/d/0B0psFoxYWKO0c1pzSy10ZC01dHc/view?usp=sharing

    (added @ so I could post link)

    2.

    Also a smaller question is: I would love to make it to where the block only moved 32 pixels at a time. I know how to do this one way. and I left it in the capx under the group name Movement by Pixel. But as I commented in capx when I do this it allows the block to move through the solid wall. Could somebody point me in a direction on how to do this? (btw just disable the 8 direction behavior and enable the Movemen by pixel group to see what i mean.)

    Thanks a million.

    Aaron

  • That is exactly what I was needing. Thanks a bunch to both of yall for the help.

    Aaron.

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  • I will look into Persist behavior thanks for the direction.

    Aaron

  • Yeah the first level works fine the problem is when i leave the second map it should save when leaving so that when i reenter map 2 that map should also still be shooting out the particles.

    So should look like this:

    Touch box on map 1, leave map one while saving.

    Enter map 2, touch box on map 2, go back to map 1 while saving map 2.

    When coming back to map 1 see particles to prove map was saved, go back to map 2.

    When reenter map 2 I should see particles still.(this is the part that is not working)

    I guess what im trying to do is save a map and load a map. Im thinking of most types of rpgs, ie: pokemon. When you have already beat npcs,bosses on level i dont want to restart the layout because it resets all of my npcs. I want to beable to go back to old maps and have the progress on that map saved.

    Thanks for already taking the time to look at my capx and help.

    Aaron

  • Thanks for the help already. I apologize for the wrong file. Switching now.

  • I added two @ signs in link so i could post.