Chris PlaysOldGames's Forum Posts

  • That is pretty cool..

    Are you intending to allow the player to add the turrets? If so then have a sprite (empty turret pit) pinned to the master ship where you want it and have that sprite spawn the turret and pin to it or ship when conditions are met (via mouse click etc).

    Otherwise simply create the turret objects, give them pin behavior, and pin them to the ship with position only where you want them.

  • I built you a little .capx that may help you get an idea of where to start.

    https://drive.google.com/open?id=0Bx-ufu2WID53SFJldDQ1SHJ5YVE (click the download arrow in the upper right corner of screen)

  • I rebuilt mine via r204.2 and added it to arcade again. Still broken with white screen.

    I have a silly question though... how do we contact support to email our .capx and link. I have looked all over this site and can find no support links.. (but I am tired which may be why).

  • Have you tried adding a physics behavior and using Apply force action?

    Even if your not using physics in game specifically you can still enable/disable the behavior as needed.

  • Are you wanting to disable the turret action and manually control firing at selected target, or are you looking to change the turrets target selection via selecting a new target by clicking it?

  • Have an event that first picks a random spawner.

    Then that spawner fires off its spawner code for whatever type it is.

    If you need or want less chance for one or more types then use a random (choose) with results like:

    1 - 5 spawner1

    6,7,8 spawner2

    9,10 spawner3

  • This behavioral issue is a fairly common one and if you search the forums you will find some pretty complex ideas to stop the overlapping problem. Hopefully one day someone with better programming skills than me will write a behavior that works like the solid but for instances/sprites.. a swarm or grouping behavior... or even a repel overlapping objects that also have repel behavior.

  • AONasser covered it, I will add for #2 that if you don't want to destroy point for some reason you will need to use a variable toggle.

    Ie. overlapping point + spacebar pressed + alreadyScored=0 = add 1 to score, set alreadyScored=1

  • Just make your Miners dumber.. have an instance variable in the ore spawn that sets "in use" whenever the first Mining ship arrives. Then all the other Miners would stop and start searching again. You could have them only react to ores within a given range as well..

    just spitballing...

  • Yeah I have no idea, of course no one else seems to either.

    I am going to pull mine down and work on it some, hopefully the new arcade will be further along when I reload it in a week or so.

    Based on the other issue people have been having of very small size view on play I am hoping it is all related to screen properties in my original build. I plan to start checking there.

  • Yeah mine too.

    I can run the same export build via dropbox index link and it works fine.

    I am guessing its an arcade issue.

    Gweely all I get is a black screen on yours too. Someone please hit the link in my sig and tell me if it plays for them of they get white screen?

  • I re-added my space shooter (Capt. J. Doe Saves the Universe) under shooters. It is showing a white screen to me but the music is working and controls seem to be working based on sound feedback when pressed. It also looks like people have been accessing it but not sure if its working for others or not since comment ability doesn't appear to be added yet.

    I have put the same exported file (yes exported with latest build) into my dropbox and ran the index from my browser and it works perfectly... /bangs head.

    I get the following console message in Chrome that makes it look browser related.. but both Firefox and IE also have white screen:

    [quote:xdmq39fk]The Content-Security-Policy directive 'upgrade-insecure-requests' is implemented behind a flag which is currently disabled.

    captjdoesavestheuniverse-69:1 Adding master entry to Application Cache with manifest https://games.scirra.net/games/69/offline.appcache

    c2runtime.js:313 dopplerFactor is deprecated and will be removed in M45 when all doppler effects are removed

    c2runtime.js:96 Uncaught (in promise) DOMException: The document is sandboxed and lacks the 'allow-orientation-lock' flag.

    c2runtime.js:96 Uncaught (in promise) DOMException: The document is sandboxed and lacks the 'allow-orientation-lock' flag.

    17c2runtime.js:273 Uncaught TypeError: Cannot read property 'toLowerCase' of undefined

    ideas?

  • I created a little example .capx of my work around for solids, give it a look and see if it helps you any.

    https://drive.google.com/open?id=0Bx-ufu2WID53WXZ2Sy0tYXFZWUk (click the download arrow in upper right corner of screen)

    Note in my example I assume you want the stair use to be as seamless as possible so it doesn't require any input from player and simply triggers off their pushing up (aka jumping) when near foot of stair), it would be much simpler if you used a player driven toggle like a sign that said "Rickety stairs, press C to climb" and then toggled the stairs/ladder/elevator/crane on then.

  • One quick method would be to edit the building sprites collision mesh in sprite editor and raise the bottom portion above height of player character. This would allow the player to walk in front of the building sprite but still collide with upper side and roof if jumping...

    If you just want him to interact with roof then decrease the collision mesh to a rectangle that just fits the roof area and allow jump-through to keep it from looking odd if the player jumps from in front of building...

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  • Bladedpenguin has answer this but I will add:

    I would put the upgrading in a function so all you have to do is call the function when needed and it does the add to variable and refresh text objects (if applicable), or other related tasks.