aruche's Forum Posts

  • Thanks Yann! I totally missed the "wait" event. Awesome solution.

  • Any ideas?

  • Hi,

    the option to make an "or-block" should be available via the right-click menu. Make sure you right click on the whitespace on the extreme left of the condition box:

    <img src="http://img844.imageshack.us/img844/9099/makeor.png" border="0" />

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  • I think this is a good starting point:

    construct.net/en

    It places a sprite as a line between the 2 points, using it to detect overlap with any obstacles.

  • Could it be a browser/platform dependent issue? I seem to have no problems with multiple sounds playing.

  • Is supposed to do not destroy an instance in height number 2 because the circles on number 1, the frames are equal.

    Is the converse also true? For example:

    Height 1- (1)(2)(3)(4)

    Height 2- (3)(3)(2)(1)

    Can instances at Height 1 be destroyed?

    Examples:

    As long as <font color=blue>the current row or any row above the clicked/touched instance</font> has non-unique values, it cannot be destroyed:

    dl.dropbox.com/u/33370253/FrameInstanceDestroy_2.capx

    As long as there's a row with non-unique values in the <font color=blue>entire array</font>, nothing can be destroyed:

    dl.dropbox.com/u/33370253/FrameInstanceDestroy_3.capx

  • If you really need the sum of the array values, here's an example:

    dl.dropbox.com/u/33370253/SumArray.capx

  • Hi,

    not sure if this is what you wanted, anyway here goes:

    dl.dropbox.com/u/33370253/Swipe.capx

  • Hi,

    I'm not exactly sure if this is what you wanted, but here goes:

    dl.dropbox.com/u/33370253/FrameInstanceDestroy_.capx

  • Try removing "Solid" behaviour from "blocksolid" objects. The Bounce events you have should suffice.

  • Situation:

    • A Platform game
    • Wanted to add a "Knock back" effect when a bullet hits an enemy.
    • Enemies have the Platform behaviour
    • Tried to Set Vector X of enemy to a value to simulate a Knockback effect.
    • However I realised, Vector X seems to be capped by the "Max Speed" value of a Platform behaviour.
    • Am reluctant to simply set X position as it will bypass collision detection, i.e. able to push an enemy to the other side of a wall.

    Example project:

    dl.dropbox.com/u/33370253/UsagiNeko.capx

    Shouldn't "Max Speed" only cap the speed attainable via user/simulated control, or is there anything that I'm missing out?

    Side question:

    Will using physics behaviour mean more intensive processing that would potentially slow down the game in the long run (or is the platform behaviour using the same physics code)?

    Thanks for trying to help :)!

  • Hi everyone. I am new to Construct. I started off by trying out the engine with some pixel art style graphics. I realised that setting Pixel rounding to "off" seems to remove bluring (or anti-aliasing) of the sprites which is perfect for such a game.

    However, I realised that particles still appear blur-ish even with Pixel Rounding set to "off". I have checked out properties of the particles but nothing seem to be related. Does it mean that particles are not affected by Pixel Rounding or did I miss something? Is there anything that I can do to make the particles render without what seems to be anti-aliasing?

    <img src="http://img705.imageshack.us/img705/3324/particle.png" border="0" />

    The orange circle outlined in black (below a cloud) is a Sprite with the same image as the particles. It is given a Bullet behaviour so that it is also moving.

    Project file if it helps:

    dl.dropbox.com/u/33370253/Particles.capx

    Thanks and regards!

    Update: Resolved.