brandonP's Forum Posts

  • Could anybody please reupload dropshadowtext.zip ?

  • Thank you so much for your help, this gives me a lot to play with and Kudos for the capx title XD

  • I have an square with 4 image point ( corners ), when touch square it turn 90degres

    and there is a ball dispenser ( every x second create ball with bullet behavior, when the ball overlap the square if there is no ball at the imagepoint where it's overlapping it gets pinned

    So how can I test if there is a ball pinned at specific imagepoint?

  • Ratmaster

    [quote:yzh5pxbv](I'm not really sure where it is exactly), which are in theory "permanent storages" and are not affected by the user clearing their cache.

    It save it under the name of the game (preview)

    C:\Users\AppData\Local

    and thank you for the tutorial

  • LaDestitute I forgot that I asked this question , but I ended up using an array where I store the last dialogue...

    So the array is filled with initial dialogue on the beginning of the game( not at start layout) and every time my player is in collision with the NPC it checks the correspondent dialogue in the array and replace next_dialogue for the NPC

  • yeah I checked it out, for some reason when i use the unspawn action it doesn't work...

    The menu disappear but I can still select

    But I will eventually figure it out

    This is a very useful plugin, and well done, thank you for sharing it !!!

  • PixelRebirth how do you go to create an ingame menu?

    press a button ---> spawn the menu

    press the same button again --> unspawn or destroy the menu

    Like on your game NCD when you press Esc you get the "resume,option,exit"

    and how do you bind a sprite with the menu like the red box on your game, when I use the bind action the sprite is drawn over the txt

    ...Your game have no mercy XD

  • bbenny93 is there a way for the NPC to remember his next_dialogue when the player go to a new layout and come back?

  • not yet I'm studying my options so far construct 2 seems to be solid but for mobile dev not sure...

    But there might be a solution using the system-->save and load as it saves directly on the hard drive. ( if somebody could confirm this approach)

    local and webstorage are considered volatile data by iso10 ... iOS clears cordova localStorage at random

    an other solution would be to use cordova-plugin-nativestorage

    https://github.com/TheCocoaProject/cordova-plugin-nativestorage

  • Thank you so much !!! I was aware of the second problem, but the first problem was the issue.

    Thank you again for explaining it with details and thank you for your time

  • Thank you for the reply, I'm pretty sure I'm missing something but I can't find the mistake

    https://www.dropbox.com/s/6c2brko03mk89yk/ladder.capx?dl=0

    here I use two speeds 1 and 5 on your example it work perfectly but on mine it doesn't

  • I followed this tutorial for climbing ladders:

    https://www.scirra.com/tutorials/591/a- ... latformers

    I'm trying to get the player to climb a ladder by pressing the up key on the keyboard

    Here is what I did :

    when player is overlapping ladder

    and

    the up key is pressed

    • --> set player platform gravity to 0

    set the player Y to player.y-c

    Else

    ---> set player platform gravity to 1500

    no matter the value of "c" the climbing speed is always the same

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  • Did anyone get a chance to look into the issue?

    any solution ?

  • Beautiful thank you so much Kyatric

    Just want to add you code will work if the collision box of the tile is set to bounding box.

    If the collision box is like the picture bellow you will need to add that part for the Y position, for my situation my player is taller that the tile so I set it up to BBoxTop

    here is the code I ended up with

    The effect remind me so much captain comic :p

    https://www.dropbox.com/s/fhlpe6btey5rv6q/teleport%20simple.capx?dl=0

  • Is it possible to calculate the distance of an object to tilemap

    I am trying to teleport the player but I don't want his new position to be inside the ground

    this is what i'm using for the teleport function:

    when btn pressed -->

    if palyer mirrored ---> set player x to self.x-50

    else --> set player x to self.x+50

    What I'm trying to do is to add something like this

    when btn pressed -->

    if palyer mirrored ---> set player x to self.x-(min(50,distance( player,tile edge)))

    else --> set player x to self.x+(min(50,distance( player,tile edge)))