Gmoney's Forum Posts

  • > Good to see it's not just me procrastinating on league of legends instead of making my game <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> what exactly do you need help with?

    >

    The translation is bad but I will try to explain...

    -I'm trying to make a game in which the player shoots and move at the same time =D

    -Use Plug In Multi Touch =D

    -But I'm having problems with the gameplay <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> conflicts

    -I wanted to know how best to make these controls mobile (To aim,fire,move, <simultaneous)?

    There's no need to use a plugin. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    I learned how to create a touch stick controller by following this tutorial.

    https://www.scirra.com/tutorials/398/to ... ontrollers

    Check out the demo on Page 5.

    https://www.scirra.com/tutorials/398/to ... ers/page-5

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  • How to close all tabs in eventshite ? Groups you can ... but the " minus " can not be ... It would be greatly accelerated the development . Thanks

    There was a related request thread some time ago. I don't think the feature exists yet.

  • I've been using this guide: https://www.scirra.com/tutorials/37/beg ... t-2/page-1

    I've gotten up to after you add 8-direction, scroll to, and layout-bound. Then when I go to test it, the player doesn't move or follow my mouse. Here's some screenshots:

    https://gyazo.com/07a3aa102a1bf441e59ec5d0aa4d42c4

    https://gyazo.com/b35680c6375baf242167845b2e041072

    I've been using this guide: https://www.scirra.com/tutorials/37/beg ... t-2/page-1

    I've gotten up to after you add 8-direction, scroll to, and layout-bound. Then when I go to test it, the player doesn't move or follow my mouse. Here's some screenshots:

    https://gyazo.com/07a3aa102a1bf441e59ec5d0aa4d42c4

    https://gyazo.com/b35680c6375baf242167845b2e041072

    8 direction behavior is for your keyboard. Try using the keyboard's arrow keys to move the Player. Also, the mouse will only work after you add a Mouse behavior and its events on Page 4.

    https://www.scirra.com/tutorials/37/beg ... t-2/page-4

    By the way, the full source code for that tutorial game is available as one of Construct 2's built-in example files as 'Demo game - Ghost Shooter' that can be accessed from [File] -> [New] and by searching 'ghost'.

  • Check this out.

  • The quickest method I could think of, would be.. making a whip animation using sprites.

    There's another possibility to use Physics to create a whip, by creating a series of revolute joints and apply force to the last one to create a realistic whipping motion.

    I tried the Physics one, but failed. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Check out the example file below.

    The example has two Layouts -- 'Whip' and 'Fail - Physics whip concept'.

    The 'Whip' layout contains an animated sprite whip, and the 'Fail - Physics whip concept' layout contains the failed whip based on revolute joints.

    Press [Space] to activate the sprite whip.

    https://www.dropbox.com/s/a1wr1esrji53k ... .capx?dl=0

  • Darn, i thought that was standard. Haha, i dont even know anymore wich of my plugins is 3th party.

    Ty for correcting.

    You're welcome, 99Instances2Go.

    Same here, I installed all of Rexrainbow's plugins and behaviors plus other plugins and behaviors -- so I'm not sure either.. -- haha.

  • That method gets crazy out of hand with more than 2 sprites, you'd have to put If Object 1 is not touched, if Object 2 is not touched etc infinite amounts of conditions for every overlap check with different object types, plus that still wouldn't work with multiple instances of the same object, it assumes SpriteA is always on top and then SpriteB etc as it checks them in order. My above method handles any number of overlapped objects with one event.

    Yes, but I have found the solution as per punktum's request.

    1. Two sprites.

    2. Click an area that is overlapping.

    3. Only the top sprite's event is triggered.

    I've also experimented with the Families option, hence the 'Family1' object in my example file, but decided not to venture into that field any further after spending too much time on a new issue.

    The issue I encountered was trying to trigger two different event actions (Green = scale x 1.5 & Blue = scale x 0.5) as Families, so that option required more than one set of extra code to allow the Blue to be picked as 'Pick top instance'.

    When I encountered a similar issue in the past, I ended up spending days trying to find an answer without success.. so after spending slightly over an hour earlier today, I've decided to provide a solution on what punktum initially asked and step off; as that's better than giving him theological instructions without providing an actual example file on what to do on his own.

    This issue appears to be simple to resolve, but it's not.

    If anyone else could take over the coding, that would be great, as I want to learn too.

    I have a feeling that an easy solution will be found with functions and arrays that I'm not fond of.

  • You're always welcome, abj84.

  • Using RayCast .... plugin-jcw-trace-raycast_t172320

    https://www.dropbox.com/s/k75a7z9ri6o5e ... .capx?dl=0

    I did not know that this plugin is so fast, first time trying it out. Johncw87 ty for the plugin!

    Awesome example..!! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    By the way, dieblume86 might need to download another plugin called 'Polygon'.

    plugin-polygon-update-2013-04-23_t77970

  • Check out this example. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/ly1yir6ts3hex ... .capx?dl=0

  • You're welcome, Cub3D.

    Since the coin variable declared was a global one, it will be automatically saved for the Level 2.

    Just in case, if you need to reset the coin variable, then you need to use 'On start of layout' event on Level 2's event sheet and set the coin amount.

  • Check out this example. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/3gbwb7kdcaz95 ... .capx?dl=0

  • As I couldn't find a way to resolve this issue by using a Mouse event, the issue was resolved by using a Touch event instead. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    What was needed

    1. When more than two stacked objects are clicked, only the top sprite's event must be triggered.

    Solution

    1. On touched (Object1).

    2. (Object1) - Pick top instance.

    3. (Object1) - Scale 1.5.

    Then I had to make sure a stacked object located below was also 'tappable' with its own event.

    1. On touched (Object2).

    2. If (Object1) is not touched, scale (Object2) 0.5.

    So far, this was the only solution that was able to find, after more than an hour of research.

    At first, it looked very simple to resolve, but it was a difficult one.. I've also spent hours on the same issue in the past, but I couldn't find the answer at that time.

    Check out my example file. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/qte9ubnfou1um ... .capx?dl=0

  • Yes, must be.

    My example file was created only to demonstrate my take of possibly solving the help request.

  • still has collision? I'm trying to make a platformer boss who flies through walls to attack the player at all angles, but can also collide with said player to damage them/take damage himself

    Like this? <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/1qkt76vgt2pgr ... .capx?dl=0