Asmodean's Forum Posts

  • If I'm not totally wrong you compare your variable measure with the distance, you don't set it.

    That what look like.

    System Every tick -> set measure to distance(Player.X,Player.Y,Guard.X,Guard.Y)
                         set text to "Distance: "& measure
    [/code:8hyf1flo]
  • I Edit my post. Please look again if this works better

  • Edit: was nonsense

    I changed a little bit in your order.

    And it seems to work.

  • I hope I understood the question correctly. It would easier to answer if you had provide a capx.

    But what I understood so far, you could use: System Pick all (your objects) -> set direction=2

    Then all instance variables of your objects should be set to two.

  • Hi balsh,

    I made an example that seems to work.

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

    But I had trouble that an enemy stuck on another enemy after some amount of time. The same effect did I had with the solid behavior.

    So the enemies now hold a distance from 2 pixels if they collide. Fewer and they will stuck. It is possible that if your game get choppy they will stuck on each other again. Then you have increase the distance.

  • entryz

    You're welcome. Don't hesitate to ask if there is something unclear.

  • imagine you have numerous grids that form a single entity and you have to duplicate that entity multiple times, with Object Orientated Programming, all you have to do is to make them all into a Single Class/Object and then just instantiate their single Object.

    Isn't that what Containers do?

    Placing objects in a container has the following effects:

    If one object in a container is created, every other object in its container is also automatically created.

    If one object in a container is destroyed, every other associated object in its container is also destroyed.

    If a condition picks one object in a container, every other associated object in its container is also picked.

    You have even some kind of constructor with 'On created'.

  • entryz

    I made a little example. It's that what you're looking for?

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

  • Sorry, but I don't understand this sentence.

    Because the item that i want to show on the last created platform keeps going to the last created platform instead of being there until reaching the bottom or player touching it.

    Do you want that the item to remain on the 'last' platform where the item is created and is not exclusively on the last created platform?

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  • You can do like Newt here suggested and use Pick nth Instance and Sprite Count.

    System Pick Platform instance Platform.count-1 -> do something.

  • crynof

    You could use 'overlapping at offset' if player and box both are solid.

    Something like:

    Player Is overlapping Box at offset(1,0) -> die

  • That is not only for preview. It is how your game 'behave' in a browser in fullscreen.

    Here is a explanation of the different modes.

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • You have to set in the 'configuration settings' 'fullscreen in browser' to something other than off.

    The 'configuration settings' are on the left side, when you click on the project name in Projects windows on the right.

  • If your bullet has bullet-behavior and you spawn your bullet at an imagepoint of your sprite, the bullet should fly in the direction your sprite is facing. You can see this in Ghost Shooter Example.

  • What works for me to fix that.

    Go in your plugins folder with the spritefonts on the right side in objects, click ones on your font2. Now all your text with this spritefont should be selected. Move all the selected text with the mouse. It should wobble a little bit, is that wobbling all gone it should be fine.

    That works in mine project in and it seems to work with your capx.