dop2000's Forum Posts

  • You do not have permission to view this post

  • I'm guessing you have different events for different sprites?

    Mouse -> On Sprite1 clicked -> (start dragging Sprite1)

    Mouse -> On Sprite2 clicked -> (start dragging Sprite2)

    etc.

    Just create a flag (a global variable) isDragging. Set isDragging=1 when a sprite is clicked, reset to 0 when it's dropped.

    Add a second condition to all these events:

    System-> isDragging=0

    Or if all these draggable sprites are in a family, and you have just one event (Mouse->On DraggableFamily clicked), add DraggableFamily->Pick Top Instance as a sub-event.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have a different idea for you.

    Create an invisible "shadow" clone of your ball sprite with Bullet behavior and "Bounce off solids=yes" and gravity if needed.

    Use its coordinates to adjust your main ball coordinates.

    You can even do this with physics behavior, see my comment in this post:

  • I asked you already in the previous post - could you share the capx? It's hard to troubleshoot issues like this with just the screenshots of your code.

  • There are a couple of plugins you can use:

    For a simple fade effect you can put a black sprite (or better tiled background) with Fade behavior on top of everything in the layout. Start next level after it has faded out.

  • Well, I guess you can only compare VelocityY and ignore VelocityX.

  • You really made this game?! Wow, I can't believe it! Great job, seriously!

  • Could you share your capx?

  • > Try replacing all those events with this one:

    > On every tick-> Set player X to 105

    >

    > See if it helps.

    >

    Doesn't seem to be doing anything, eventually the player just from running goes of the left side of the screen.

    This is really odd. I tried that in the Auto-runner example and it works for me, even when the level is accelerating very fast.

    Are you sure this event is executed? (not in a disabled group or something like that)

    Run the game in debug mode, see if player.X stays at 105 or decreases.

    Also, is it possible that your layout is scrolling? See if ScrollX remains the same.

  • Simply check if audio with this tag is playing. If not - start playback. If already playing - do nothing.

    And yes, it's generally a good idea to have different event sheets for different things. I have a separate event sheet, where I keep all my audio functions like "PlayMusic", "PauseMusic", "PlaySound", "SetVolume" etc.

  • Try replacing all those events with this one:

    On every tick-> Set player X to 105

    See if it helps.

  • I'm guessing when in the air, your character's horizontal speed is slower than the levelSpeed. You need to compensate this somehow. Maybe simply by setting character X coordinate to a fixed value on every tick.

  • Do you need to be able to determine if the egg will break before it actually reaches the floor?

    If not, why can't you compare egg's velocity at the moment of collision?

    Edit: Looks like physics velocity changes on collision. Still, you can save egg's velocity in a variable on every tick. When collision happens, use velocity value from the previous tick.

  • You can do it with array and loops, but I think it would be much easier to use "Is overlapping" event.

    Make item's collision polygon a bit smaller than the slot, or several slots for big items. Create an instance variable isOccupied on slot sprite.

    When player is dragging and dropping the item to the inventory, test if it's overlapping an empty inventory slot, and not overlapping occupied slots or the border around the inventory area.

    When the inventory layer is hidden and player picks up an item off the ground, you can pick all empty slots, do "For each slot", set item position to each slot, test if it's overlapping occupied slots/border. Repeat the loop until you find a suitable slot(s).

  • What exactly is your problem? You need to be more specific.

    Install Chipmonk behavior, check phone orientation, adjust gravity vector.