GeorgeZaharia's Forum Posts

  • thanks, solved it, thanks to you, found the worms.capx you shared, but it wasnt diferent from pasting an object over another, however, i did switched the eraser blend option to destination out, and its doing exactly the thing in picture, now i need to adapt it and hopefully will work, with my drawing game, (thats like a paint program, made with events, not using canvas object cause its weird in shape creation ,so i use images, and spawn in some parts, so i think will solved my issue) thanks alot

  • hey guys , i was wandering is there a default plugin or a custom plugin or a system reference for C2 that could enable me do to images what the image bellow does? (destroying parts of object and automatically creating collision mask?) without tilemap

  • Demo link?

  • Wow , awesome thanks for sharing

  • my first idea was to use bbox's but then i figure out that it will still do it, and you be over complicating yourself, what you could do is , add another thin line, under and when the basketball hits it push the basketball back, towards ground, if basketball hits the upper line disable collision on the bottom line, so it doesn't push it anymore, then wait 0.5 and enable collision back on,

  • Actually im wrong, still doing the jumping thing you talking about, tried with a tx ty but cant really figure it out now gluck

  • the easy way to do, is to make the enemy character move automatically, once it hits object (pipe lets say) change the angle of movement opposite ( 0 is right . 180 is left, 270 is up 90 is down) try doing it with bullet behavior and switch set angle from yes to no ,and add platformer behavior so it stays on ground, the platformer behavior of enemy should have controls set on custom, if you leave them on default when u press keys arrows, will move as a normal character you don't want that.

    make sure the floor or ground has solid behavior.

    when layout starts set angle of motion from bullet behavior of the enemy to 0 so it starts toward right side, then you add the collision detection and change movement direction from bullet behavior of the enemy to 180-self.bullet.directionangle ( that means if enemy has current angle 180 minus 180 from the front will be 0 if the current angle is 0 minus 180 from the front is 180 ) gluck hope it helped you!

    i doubt you'd manage to understand so i made a capx for you Download

  • changed the name a few times, and its not released on my name, so i don't know if the guy that published it, is still selling it in store! i know last time he had it there, but forgot the right link, if i find it, il send a link, but i think he switched it to paid app!

  • nice if you solved it was the RegexMatchAt(RegexMatchAt(UnknownTexT.Text,"[([^\]\r\n]+)\]","gi",0),"[([^\]]+)\]","i",1) thing forgot to mention )

  • thats because the gun spawns the bullet on any touch end , whenever the mouse or touch is unclicked the gun will start to spawn bullets try making the gun spawn bullets when is in touch

  • the colision system is already there, you can set a condition on the fish, that says,

    ( arm or bat) if you have it pinned, if not i guess the bear animation has a box boundry autodetected, and the fish will automatically detect it when it hits it on the first edge of that.

    On collison with object bear

    then you trigger your events for flyng fish in chest!

    i can do a capx for you but you have to wait a moment!

    here is a capx from meDOWNLOAD

    and here are some demos that might help you (lost and found on internet)

  • you want the player to follow the mouse and also stay in the circle edges?? that example above only allows you to move the player when the mouse is touching the circle, but you could do it easy , by creating a more complex edge detection with position and distance of the character based on bbox ,left right top down, of the circle, and then you could click anywhere on screen if you want to.

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  • well that's super easy Distinction ,

    basically lets say you have 12 animal pictures, right? now for the condition of the image selected so audio can play you have to do the on touch of if you want more advanced things you can do with booleans and trigger them as selected or stuff like that but for starters, the easy way now is

    On touched object (cow) --------------------(/ or you can use tap also)

    Audio>

    > play sound cow no repeat

    > tag"cow"

    and so on for all the images

    if you can add a capx i could help you out and fix it for you if you want and don't have disclosure problems

  • thats because you dident set the animation, to have same speed, when you open up you charachter animation in the c2 editor, each frame has a speed amount, and the animation has a repeat count, or speed animation play, if you have 12 frames in the animation you should play the animation at 24 frames per second, that will make it look natural, if you crouch animation is longer then 5 frames, then for each frame of the crouch you should make it so last 0.25 or 0.5 seconds, that will mean each frame of the crouch animation has to be 0.05 or 0.1 if you have the jump animation frames included in same animation

    or you could call the jump condition to happen if you have diferent animation lets say, you have crouch, and jump animation to trigger

    now when you press the jump button the first animation you want to play is the crouch

    so the code should be calling : when spacebar pressed set animation crouch, if frame is last frame in the crouch animation, set animation to jump , if frame is the 1st in the animation jump then trigger jump behavior! thats a easyer way to do it!

    if falling set animation to falling.

    if landed set animation to idle

    if player moves left or right set animation to the keys it moves (left right)

  • do you have a live demo of it?! game looks really good! are those 2d balls rotate using sprites? for getting 3d effect?