cornfl4ke's Forum Posts

  • Thanks guys! I'll give it a go

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  • It's probably my bad explanation, sorry guys.

    I'll try and explain best I can.

    Imagine a top down view of a building (including garden around it) where you can tap on a room to set it to active to kill monsters that are trying to get into that room from the garden. The idea being you have to chose carefully which room you want active when others could be under attack as you can only have one room active at a time, so keeping the chosen room as active is really important.

    Now, randomly spawning anywhere on the map are power ups that the player can store and use in emergencies. They tap on these, the sprite disappears and their power up total gets increased. They can then tap on the use power up button and apply it to whereever they see fit.

    The problem is, when a power up appears over the top of an inactive room if the player taps the power up to collect it it also activates that inactive room, which spoils the game horribly if you've set a certain room active to defend the house. Flip side is I still want the player to be able to select that or any other inactive room, which means disabling room selection isn't an option. This is cause sometimes you need to activate a room first before collecting the power up when under pressure (or to not collect the power up at all if you've reached the power up storage limit).

    I think that should all make sense

    Thanks!!

  • Do you mean still have them selectable if you were to click/tap on them if a power up is not on top of them? I guess so, because otherwise that doesn't make a lot of sense. You can check to see if you are touching a powerup first, which stops any other logic being processed. If you are touching a powerup then activate that, if you are not touching a powerup then check if you are touching the sprite below.

    Yep, essentially that.

    I have a series of rooms that can be selected/set active, if a power up will appears on top of a non active room, I want the tap to pick up the power up but not activate the room below. However if the player chooses they could not tap the power up but still activate the room by tapping on it.

    I hope that makes sense.

    The check to see if the sprite is on top doesn't seem to work sadly (though it could very well be me setting it up wrong).

  • I know this has been covered a little in a few other threads but none cover my requirements.

    Is there a way to prevent click/tap through? I have multiple sprites that can be clicked/tapped on to be selected, I have random powerups spawning to be collected that can appear on top of them, when you click/tap on the powerups it selects the sprite below, which I don't want. Worse is with one where it selects the sprite and activates the powerup all in one go.

    I need to be able to ignore all underlying sprites with a power up on top, but still have them selectable if you were to click/tap on them (if that makes sense?).

    Any thoughts or ideas?

  • Sorry, I'm using stand alone of C2.

  • This 'seems' to be a Win 10 update issue with permissions and admin rights.

    There must have been a recent update that's changes something, although all my other software was running ok, everything in Steam has also stopped working.

    However the same fix (making them start with admin rights) for those games doesn't work with C2.

  • I thought I'd try 213 (beta) and that works, though it seems that 212 and 212-2 are the problem versions.

    It is very odd!

  • All help is great!

    I've just tried uninstalling 212-2 and installing 192, that works fine.

    I'm going to work my way through the other versions and see where it dies.

  • Tried the tweaking thing, and a reg clean but still getting the same errors

  • Yeah, I've been running it as admin (set in properties) fine up until today. I don't think it's directly a C2 problem but so far is the only app that wont start.

    I get the elevation error after installing and the dll error when trying to run the exe

  • It was all working fine until today.

    UAC changes make no difference.

    I did a restart between unsintalling/install with the same errors (though the garbled mess of stuff changes).

  • Yep

  • Problem Description

    C2 wont run with two different errors, one after a clean install and one when trying to run (in both admin and none admin).

    After installing I get -

    Unable to execute file

    CreateProcess failed; code740

    When trying to run I get -

    The procedure entry point (then a garbled mess of icons and stuff), could not be located in the DLL

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r212

  • It was them having animation on them (without me noticing)! Teach me to clone things

  • I may be missing something or it's a bug, but I have a number of sprites that when I run the game don't match the rotation they have in layout.

    It's like they're reverting to their original angle. Scale and position are fine.

    Any ideas?