HatsuSakura's Forum Posts

  • Dear all,

    thank you both for your tips

    EncryptedCow your fast tip could solve the issue for the 1st screen of the game, but after destroying one brick the problem come back in its own original size. But I really appreciated your kindness and the time you spent opening my example and trying to find a solution. So, thank you a lot! <img src="smileys/smiley2.gif" border="0" align="middle" />

    ..and the winner is !

    I had already played around with those settings trying to solve but I never put so high values (don't tell Ashley: I never opened the example you sohwed me.. <img src="smileys/smiley12.gif" border="0" align="middle" /> )

    So, putting higher values in the Physics engine, everything is now working fine!

    Thank you all guys.

    Have nice developings

    Hatsu Sakura

  • Hi everybody,

    I'm facing an issue while creating a phyisics-based puzzle game: I need to create some stacks of square (more generally rectangular) boxes.

    The goal of the game is to destroy these boxes in a specific order to obtain things.. but this is OT

    I observed that something does not behave as expected when stacks are built. This is my example CAPX done with a Beta r112 release:

    Link to CAPX

    text mode: dropbox.com/s/c4j63gjzn6e17bt/physicsStack.capx

    As you can see, in the Layout 1, the first-left stack is self shaking while the geometry is the same of the second one.. Why?

    In the Layout 2 I tried a trick: I set the "immovable" property when the speed of the Master block (the one with the well-known Metallica's "M") is lower than a treshold level.

    Everytime a block is destroyed (or the master block is clicked) the physics is restored setting "movable" to every brick.

    It is a work-in-progress trick that doesn't solve, because everytime the property "movable" is set, every block try to fall and then they gain its own position again.

    I think every brick it feels itself as an infinite-mass object just for a short time when there is the 'immovable to movable' switch.

    After this chatterbox post, the question is: does someone know a way to avoid the self-shaking behavior of a stack of objects built up that way?

    Thanks in advance

    Hatsu Sakura

  • It's happened to me right now.. <img src="smileys/smiley19.gif" border="0" align="middle" />

    from 787 to 500... <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley19.gif" border="0" align="middle" />

  • shinkan

    You're always a great help!

    <img src="smileys/smiley32.gif" border="0" align="middle" />

    Thank you

    <img src="smileys/smiley41.gif" border="0" align="middle" />

  • Thank you all!! <img src="smileys/smiley32.gif" border="0" align="middle" />

    Sorry if I wastred some of your game-developing time <img src="smileys/smiley2.gif" border="0" align="middle" />

    ramones it was very simple but I was a little bit blind..

    I was looking for something ignoring the things before my eyes <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Thanks to ramones and TELLES0808 for your replies.

    In the way you suggested me it seems I have to set the value Health for each enemy everytime it's spawned, because it cannot be assigned a priori.

    I would have liked that families' IV overrided the single object's IV so I could declare private IV this way:

    enemy -> health = 1

    bad_enemy -> health = 3

    verybad_enemy -> health = 5

    motherf####r_enemy -> health = 10

    boss -> health = 50

    and then apply a rule like

    +Bullet: On collision with Enemies

       -> Enemies: Subtract 1 from Health

    +Enemies: Health = 0

       -> Enemies: Destroy

    But I understood it's not so... <img src="smileys/smiley19.gif" border="0" align="middle" />

    Now, if I declare a family's IV Health = X, X will be the value for every health of every enemy. For sure indipendent for each enemy, but with the same start value and this is what I would like to avoid: the same start value for each enemy.

    I suppose I can make a workaround assigning the Health value after spawning the enemy, but it's not an elegant solution: it's hardcoded and I prefer to modify a parameter of an object rather than a code line, if I want to make a change.

    Any suggestion?

    Or my workaround is the only way?

    Thank you all in advance

  • R0J0hound Amazing! <img src="smileys/smiley32.gif" border="0" align="middle" />

    Thank you <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Hello everyone!

    I read this two pages froms Scirra's site

    Families

    Beginners Guide - P6

    And I'm trying to merge the two tips.

    My goal: I'd like to have enemies with different life points but manage the life points subraction with the families system (just to avoid writing the same line so many times as the number of enemies).

    I'm facing this issue:

    => if I use a family Instance Variable, the value for each enemy can't be different as it could be with private instance variables.

    => if I don't use family Instance Variable, I cannot access the Object instance variable while I'm verifying the collision of a bullet, for example, with the "enemies" family. I can only verify the collision and destroy th Object (as shown in the manual). But If I just want to subtract some life for each collided bullet?

    Can someone help me, please?

    I couldn't find any answer in Scirra's pages.

    Thank you in advance

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  • Ok, my fault.. <img src="smileys/smiley18.gif" border="0" align="middle" />

    The criteria was: "I want help -> I write in 'help wanted'" <img src="smileys/smiley1.gif" border="0" align="middle" />

    For the same reason I think I have to move another post of mine..

    Thanks

  • R0J0hound Hi!

    I downloaded your example but I suppose there's something wrong. Was it perhaps made with an older version of Scirra's C2?

    I suppose I would have seen something like a necklace or a chainsaw made by several "link" object kept together by physics. Is it correct?

    I'm actually playing it on a Beta r101 and when I start the layout I can see 30 black links raining down without any link between them.

    Is something changed in physics management in this last release?

    Thank you: I need your experience to understand better C2.

  • Kastas first of all, thanks! <img src="smileys/smiley41.gif" border="0" align="middle" />

    Strange thing.. While imported as a stand alone sprite, they're correctly "dark".

    For this reason I supposed that the issue was in animating them.

    I'll check the export settings for 3DS Max.

    Thank you again

  • Rory Thank you! Very useful and inspiring <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Hi,

    I'm facing a strange issue (I'm pretty sure that I'm doing something wrong but I cannot understand what and I couldn't find an answer in any scirra's manual page or tutorial).

    I created some images from a 3D model I did: it's a starfighter with an increasing angle of 10 for each image.

    I'd like to animate it while turning left or right but even if the default animation (static sprite) has the correct color, the others are whiter than the original sprite.

    What is the problem?

    Am I doing something wrong whit some transition effect or with blending (but where are their set up for animations?)

    This is an example:

    http://www.sendspace.com/file/9vlv72

    Thanks in advance to everyone!

  • I'm sorry: I completely misunderstood your question..

    I tried this workaround (but it doesn't solve anything): I set to a random value an instance variable called "B" for the Blue object. Then I assigned the B value for the tint FX but while the B variable value was different for each Blue object, the tint was always the same.

    I think the reason is because Tint is specific for the object itself (read "global"). So even if an instance variable could be different for every Object, an effect defined as an FX of the Object can be only global..

    I hope you can solve this issue.

    let me know, because I'm interesting in this argument (now I manage colors with the frozen animation workaround...)

  • I'm not sure if I understood your question, but I try..

    You can add some different colored block as animation frames of your "Blue" object.

    Then, editing the animation, you must set speed = 0.

    Now you have an animation in "freeze" state on the frame 0 (the first).

    To randomize the tint, you can use floor(random(numeberOfColours)) to set the frame of your object.