eli0s's Forum Posts

  • You're welcome!

  • Hmmm, I must have a split personality, but you are welcome

  • Well, there are a few things wrong in your capx.

    1) Don't use Spritefonts for platforms. Yes, you can add the solid behavior, but the best way to deal with repeated blocks of textures are either Sprite objects or Tilemaps. I haven't use Tilemaps yet, so I will suggest to "brake down" your different block types in to separate frames on a single Sprite object (don't forget to set the animation speed to 0), and use that Sprite to lay down your blocks that populate your level.

    2) Your thinking was right, but your timing is wrong. You set an event that tells C2: every 1 second repeat those actions, yet, within the same event you have a wait 1 sec action which contradicts it self when the event repeats after 1 second. The Every X seconds condition should be set to 2 seconds. That way the actions within it have the required time to execute. (There are other ways to achieve this, but since this gets the job done, let's leave it be)

    3) For some reason, deactivating the "Solid" behavior does not update if the player with the "Platform" behavior is upon the object that has it. Use the "Disable/Enable collisions" actions instead.

    4) You don't have to use Families for your example. I used a simple Instance variable to separate the Blocks that we want to vanish recurrently.

    5) There is the issue that the Block will solidify it self while the player is occupying the same space with it. I used a "Player is Overlapping with" condition to move the player out of the way when that happens. It's not perfect but it does the job.

  • Well, you should thank jcook, it's his example after all

  • So, you want the blocks to alternate opacity and whenever:

    opacity = 0 ---> deactivate the solid behavior

    opacity = 100 ---> activate solid behavior

    ?

    Am I getting this right?

  • Heve a look at this topic: https://www.scirra.com/forum/viewtopic.php?f=147&t=103574

    jcook made a system using the tools you describe and his final capx works beautifully.

  • What method you use to kill them? Can you post your capx? (Although that's a different topic)

  • Good to hear! You're welcome!

  • It's far from perfect but it should give you an idea.

  • ...and that the one that is being controlled by the WASD keys has the "Use default controls" properties set to "No" (on the Platform behavior properties).

  • Here are some examples that can get you started.

    The "Orbits" is the simplest one (because this is as far my mind can get me

    The other two examples were made by R0J0hound (I don't remember from which topics I took them) and I think that I renamed them. If you can decipher the logic behind his magic, I bealive you can create whatever result you wish. He basically emulates real world gravity between objects!

  • This shouldn't happen. This is happening when you preview on browser, or after you upload the game on ftp?

  • I don't know how I forgot this but: MIDI support. Instead of using audio files, especially for some kind of "retro-ish" games, a proper MIDI file playback engine will do wonders! And if it supports a per channel control (mute, solo, volume, pan...), incredible possibilities for dynamic scores unravel, with (practically) no memory cost.

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  • I am sorry, I can't find a way to "connect" sounds with sprites and update the remaining choices. The problem is getting the sounds (and the corresponding cards) that are already picked out of the equation.

    I think you need arrays but I don't understand arrays.