cvp's Forum Posts

  • There is not that much to go through. Take a look at the .capx file, then you can see what i have changed compared to your .capx file.

    As i said you just didnt pin your sprites for movement to your "movement" sprite background.

    So you could see your nice "movement" background sprite, but the control that you have made to click on, would be in a different place on the map entirely.

    Dont know if that made it more clear.

  • The response was mostly to the first 3/4 of you post <img src="smileys/smiley1.gif" border="0" align="middle" />

    If you want him to appear back at the start(left side) when he leaves the layout on the right side, you can just set his position to the left side in an event.

    I am not quite sure if that is what you are asking. An example would be nice. a link to someone who has done something similar. (doesnt have to be in C2 but just to get the idea of what you want to achive)

  • I had to delete some stuff in your capx to find out what was wrong etc. (i couldnt find the sprites you used for up down etc in the layout :-)

    But this should work now.

    You forgot to pin the sprites you use for controls. And you only have to pin it once, not every tick.

    .capx

  • I made a small maze example at some point using the line-of-sight behavior. That could be used.

    .capx

    You could set the angle to 0 when you set the x and y as well.

    argh.. wth... like this <img src="smileys/smiley1.gif" border="0" align="middle">   .capx

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  • sound strange.. are you sure it is your sprite and background that stops? arnt they just moving away from your HUD?

    Can you post a .capx file. would make it easier to help.

    If you are doing a HUD make sure to set the parallax to 0,0 of the HUD layer

  • There are lots of examples of side scrolling platformers in the FAQ section.

    Look under:

    Sidescroller/Platformer genre

    In general that is a really great page for inspiration.

  • I would give you the same answer as this post <img src="smileys/smiley1.gif" border="0" align="middle">

  • Just a though... if you can save over an existing game. Couldnt you just show the "save spot" or what you would call it as being empty in the UI. and then just same over it when someone wants to save a new game?

    I know that would still leave you with a saved game in the backend.. but it would not be there to the user <img src="smileys/smiley2.gif" border="0" align="middle" />

  • take a look at arrays. You could build an array of the gameboard.

    You can then check the neighbor field for there color.

    You could also find some inspiration in the FAQ section. I think you could borrow some ideas from the one called Tile "digging" type game

  • A thx for the help on the forum is good enough for me

    <img src="smileys/smiley1.gif" border="0" align="middle" />

    Hmm you download link shows an empty eventsheet... down know what goes wrong.

    Do you destroy the arrow on impact?

    Btw i love your graphics.. looks like a sketch.. but very nice proportions and look.

  • just do this instead:

    On touch

    --> set player.x = touch.x

    --> set player.y = touch.y

  • You can do that in many ways.

    One way is to create a global variable you set to 1 the first time its pressed.

    On the touch event just check for if that variable is 0

    You could also put the touch event in a group and then disable the group once the button is pressed.

  • Hi Narasimha

    As from what i can see the global variable spriteCount in my example is 10... But it should equal the number of "number" sprites you have. otherwise some of the conditions in the setWantedTotal function will not work properly.

  • Dont know if it would work, but you could play around with the collision polygon.

    It you dont want the claws to get tangled up, you can just make the collision polygon of the drone a small box in the middle of the drone sprite.

  • Or make a sprite that your can click and restart the layout. The button is as far as i remember not compatible with all exporter.