GeometriX's Forum Posts

  • I tested this the other day and can at least confirm that it also works on the Samsung GS3 running Jelly Bean.

    The values are milliseconds per pulse. So "200,100,100" is one long vibration followed by two short ones.

  • I remember having issues with a very similar procedure in my project. In the end I split it up into a main event and a sub-event:

    <img src="https://dl.dropbox.com/u/14522925/C2%20examples/asteroid-destroy.jpg" border="0" />

    The wait 0.1 seconds is there to allow the sub-events to run and use the asteroid as a spawner before its destroyed.

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  • cesarzevil I don't really understand what it is you're struggling with. You want to display numbers in a box? Use the text object.

    I assume you're after something else, though, so you'll have to provide some more information if you want help.

  • This might be a nice to have I guess, but I'd much rather Scirra spend their valuable time on more pertinent issues.

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  • Bingo - that's what I was talking about :)

    Glad you've come right.

  • Ctrl+C, Ctrl+V :P

    It won't work if the objects that you're referencing are not present in the project you're attempting to paste to.

  • zenox98 Cheers for the link, that makes sense.

  • I don't get it. What is weird about having every sprite be the same resolution when you want everything to be placed in a grid on the screen?

    I didn't say that's weird.

    It's not about C2 being smart, like any computer software C2 does what it's told to do. In this case, you're telling it to do the wrong thing.

    What is wrong is having the collision polygons occupy the entire frame of the image. Those polygons are hotspots that are used to detect when the mouse is clicking the image, so if the hotspots are too big, then the click detection will be wrong.

    Having overlapping images is not the issue, it's having overlapping collision polygons.

    I've made two quick examples to show you the wrong and the right way to handle overlapping images. Both use identical, overlapping images.

    In the wrong example, I've set the collision polygons to be the full size of the image - 256x256.

    In the right example, I've set the collision polygons to fix the actual artwork in the image and not occupy the empty space around it.

    Download both and tell me which one better represents the idea you're trying to achieve.

  • It's because your collision polygon for the eyes takes up the full image. C2 thinks you're clicking on them because you are actually doing so. You need to make the collision polygon fit the artwork. You did the same thing with Zone_Arm_Right and a few others. You should actually go through and check on all your collision polygons; some of them, like the left arm, are pretty weird.

  • There's an entire tutorial dedicated to this: https://www.scirra.com/tutorials/358/asteroid-clone-in-less-than-100-events/page-1

  • Nobody is doubting your abilities, but as you said you are new to Construct so expect to spend some time developing your understanding of it and the way it works. Don't neglect the tutorials either.

  • System -> Create object.

    Why it's worded differently to the object-based "spawn another object", I have no idea.

  • Every tick wouldn't work because the platform is set to immovable by default, it only changes to movable when any key is pressed. I can only assume the same is true of the impulse thing.

    Interesting to know that bullet behaviour works, though. Glad you've found a solution.

  • The solid behaviour has no bearing on physics objects. These objects are considered to be solid regardless, unless collisions are individually disabled.

    So, you've got an issue here, because you're using physics for your platformer, manually moving those platforms ("outside" of the physics-based actions) will cause some issues because you're saying "these objects are controlled by the laws of physics".

    You're going to have to work within the physics actions to get your desired effect. In the case of moving platforms, that means shifting between the states of immovable and movable as necessary, and applying an upward force of varying amounts depending on whether you want your platform to move up or down. Down, in this case, is really just a controlled fall since you have gravity to contend with. Up would push against the gravity and would thus have to be quite strong.

    A small example I put together. It doesn't use your switch but it should get the point across. The bounce is a little weird but I'm sure you could address that with some tweaking of the player's properties. Or leave it in there if it suits your game :P