Carbincopy's Forum Posts

  • I Agree with ramones ,

    about you need to pick all or by closest which every your trying to do.

    My only ? , Is from what I under stand both 35 and 36 are the exact same thing. Or am I wrong?

  • if tiledbackground greater then y set position to y

    also could toggle group

    (moving background)

    add events for background

    if background greater then y toggle dis-active (moving background)

    on event toggle active again.

  • Hello everybody,

    I have started creating my collection of How to videos for Construct 2.

    You can find them on Youtube under construct 2 Tutorials or by following the links below.

    Currently I have uploaded

    Understanding and using Tilemaps

    https://youtu.be/qTud7LTID3E

    and

    Adding Sprites and setting collision points in construct 2

    I will update my list as I continue to add more.

    There are other game design videos on the same channel that might be of use also.

    Have fun and enjoy. Jeremy C.

  • each area would be like a layout of it's own just inside one layout. You could use layers for each if so desired. but to reduce usage best to limit layers say BG, Game Field and UI (User Interface).

    if overlapping create or destroy as needed.

  • as for area that shows that is all up to you. I have a camera is set to center of displayed area even though all areas can be seen at the same time if I re-sized the window size.

  • Ok! On start destroy all none used objects which reduces load and increases sys speed.

    If player is over tiledbg or overlapping trigger (sys create) objects at (area location)

    The only ones you don't destroy are ones that use persist as they store interactions

    such as in my Maniac Mansion Clone the Doors remember if they are open or closed.

    and Items in the interactive Inventory remember if I have collected them or used them.

    so if I leave the area of the screen they do not display where they started in the game, But where I last left them.

  • please provide snippet of code or .capx thanks JC

  • Ok! Per the support forum read first. Please show code or .capx file. So we can see what is your issue and give guidance from there. I know I am overzealous and Like giving out free advice on how to fix stuff. But I to need to follow the rules. So no code = No Help. Sorry Jeremy C.

  • Ah thank you so instead of rotating through events, you must use the Rotate behaviour. It works perfect now.

    Glad It helped. Have fun and enjoy. Jeremy C.

  • Hey carbincopy I tryied looking for your game but there isnt a search bar in the arcade (for some strange reason) if you could provide a link that would be very helpful

    Here is what it looks like in full size instead of how the game displays it.

    it is all one layout broken down to 400,400 blocks

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  • Yes! That can be done, as I use that method in my Gone Fishing Crane Style game in the arcade.

    https://www.scirra.com/arcade/sports-ga ... -v155-5130

    Have fun and enjoy. Jeremy C.

  • Ok! I was watching the video provided.

    From what I was watching it was not multi layouts but areas of a within a layout.

    I could be wrong but I have a demo that shows something like what they are talking about in the arcade.

    maze point and click style demo.

  • Ok so I'm working on my bullet hell shooter and currently doing level 1 but having issues with a few things. One of which is bullet hell patterns. This is what I have so far. Does anyone know why it's not working?

    comicgemproductions.files.wordpress.com/2016/02/wp-1454513154702.jpg

    comicgemproductions.files.wordpress.com/2016/02/wp-1454513172395.jpg

    as for the trigger once and repeat 10 times not quit sure that works together like that.

    try

    Event : trigger once

    Sub event : Repeat 10 times : (Then actions)

  • I use control / prtsc then paste in default image editor on win10 gets really nice images that way.