AngelEyes's Forum Posts

  • Cipriux, awesome thank you. Why 33? Just could not figure that out? Perhaps I am being daft?

  • warrior1988 thanks for sending me back there. I had looked at it, but missed a crucial piece on information the first time. There are still some jumps at the right hand of the screen, but fixed that by making the window size slightly smaller than the layout size. Just gives it time to sort itself out before stuff arrives in the window.

    Thanks for all the help everyone.

  • Please have a look at the following project where gaps appear between two tiled backgrounds when they wrap over when scrolling.

    https://dl.dropboxusercontent.com/u/79803565/Cavern%20Crusader.capx

    It gets better when the bullet speed is lower and I also thought better when the window size is slightly smaller than the layout size, although perhaps I dreamed that.

    Have I done something wrong? Is this part of the jerky problem on scrolling. Would love some feedback.

    Thanks in advance

  • Sorry if I am misunderstanding. I thought this is what you were looking for.

    https://dl.dropboxusercontent.com/u/79803565/fire%20sprite%20concept.capx

  • You need to link the particle emitter to a stationary sprite, not a moving one. If you need to create a 1x1 transparent sprite as the locator and fix it to the background.

  • JimmyTHicks, that seems a little easier, but still not sure if I am getting it 100%. Are you wanting the small hexagon to animate larger?

    Put this together to see if it helps

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  • Did some testing on your system. If you select Share then both are selected when you come back in. If you do not select share then both are not selected when you come back in.

    I think it is because you have been specific with your conditions, checkbox_false.UID = 51, but not your actions where you just spawn on checkbox_false. Rather include another condition to pick checkbox_false by UID, this will then only spawn or destroy on the picked checkbox.

    Run it in debugger mode, I am guessing that they global variables are all operating fine, it has to do with putting the ticks in the right boxes at the startup.

  • JWstudios, Really thinking off the top of my head here. What if you created a loop to apply a force to the bottom of the object you want to test. Keep increasing the force until it moves 1px, in which case stop, or it goes past your threshhold in which case destroy.

    Effectively you are just creating a scale. Will not work on immovable object, and dont forget to take into account the weight of the holding object also. Might cause an undesirable 1px shake though.

  • Herks you could also look at using an instance variable to store information in a button.

  • Austris I have created a small demo that will hopefully point you in the right direction.

    Good luck

  • I am with DUTOIT. Ashley that was an incredible response, thank you. Now I need to go and see if that is why my machines runs like a snail.

  • Canada GDP, all objects that interact must have the physics behaviour. However you can set each object to be immovable (see object physics property). The grey boxes are set to immovable, so the rectangle is just resting on the two boxes. If you hit the rectangle enough from the one side you can get it to fall off the boxes and you will see gravity take effect. The magic button, was showing how you can hide them to create the floating effect of the rectangle. It is resting, just looks like it is floating.

    There may well be better ways, but it was what I came up with to try solve your problem. Hope that is now clearer.

  • Perfomance and memory aside, remember it will also have implications on download time.

  • Ok I had to go and study up the mathematics. Provided more questions than answers. What are you wanting to do with them? Are you wanting to navigate through them? Are you wanting to just have them as a background? Are you needing them to be interactive tile pieces. Elaborate please.

  • drstark, you would need to set up events for each object the rock would collide with. I suggest you use families. Put all the objects you want to throw the rock at in the family, and then you can just create a single event for when the rock collides with the family. In case you are not aware, families are in the licensed versions only.