Held's Forum Posts

  • thanks! But it gives my syntax error. the comma between "Touch.x" and "touch.y" ?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • bump

  • Thanks for the hint. The game will be played on one specific screen.

    held

  • Hi,

    I'm trying to rotate sprites by touching them with a second finger. The first touch can drag and drop the sprite the second one (still in touch with the first finger) can rotate it freely by moving the finger.

    I took a look at several discussions on the net aswell as the example shipped with construct. But, I must admit, I don't get it. I think, I miss something with addressing the touches?

    Can anyone help me out? Thanks!

    held

  • Thank you guys. Around the destroy action I set the variable back to false. And that does the trick. Had that before, but the order between the action wasn't right. Now it is. Man, this business is tricky sometimes

    Thanks again!

  • It's me again.

    I'm struggling with setting the isused variable back to false, so when the object above it is destroyed, a new one can spawn. Checking, if the object is not overlapping the spawner is not working. Can you or someone else help me out one more time?

    Thanks!

  • Yes Sir! The whole time I worked with 10 different spawner-objects. Now, I'm working with 10 instances of one and the same spawner-object and coded as you advised. And...it works. Thanks a lot, really appreciate your help and your patience!

    held

  • I will try my best with the spawn-objects rather than the image-points.

    I set up the objects and instance var. But how do I pick a rondom object which instance var is set or not in the event sheet?

  • Thank you guys.

    alextro: Puuh, pretty hard stuff for me. Sorry, but I don't get the code right now. But I'll keep on trying

    plinkie: If I destroy the object immediately after spawning (in the case it overlapps an already spawned object) it destroys the object which is already there too. Which is not what i'm going for.

    If I substitute the imagepoints by objects (spawner-sprites) and give them a variable, how do I address them in the random-spawn event? Right now, I'm working with:

    system > every x seconds > Spawn-Object (the one with the image-points) > spawn family-objects (imagepoint random(1,10))

    Thanks again

  • Hi,

    I have a layer with 10 image-points and a family with 3 objects. I'm trying to spawn the objects randomly over the image-points randomly. The spawned objects are not moving but can be destroyed by another action. This works alright, but I am not able to prevent an object spawning over another one already spawned. If there is already one object spawned by an imagepoint, no other object should be spawned at that point.

    Can anyone help me out? Thank

    cheers,

    held

  • Hi,

    inside my app I'm trying to import multiple jpg-files and arrange them (position, size). So far, I used the file-chooser and drag and drop behaviour. But I only can make it work for one file. The next imported image substitutes the image before. How can I import an image, arrange it independently from more imported images? Can anyone help me out?

    Thanks!

    held

  • I came to the same conclusion like you. I've used an invisble sprite with car-behaviour and pinned one detector-sprite on the front and one on the back. Every time the detector overlapps the wall, certain car-behaviours get disabled. And vice versa. Still feels a little awkward but is alright for my purpose.

    Thanks for thinking with me!

    cheers,

    held

  • Hi,

    is there any chance to route audio-signals to certain speakers?

    E.g.: The game is running on a system with a 5.1 surround-setting. It's a 4 four-player-driving-game and each player has got one speaker pointing at himself. Would be nice, if each player would get the sound from his personal car.

    Built-in construct I found nothing, maybe there's a third-party plugin?

    thanks,

    held

  • Because it`s like that

    The car, set straight, fits on the road. Only when it tries to turn around, it's getting contact with the walls.

    It's a bulldozer in a mine. And it's damn narrow there. Part of the game.

  • Hi,

    thanks.

    The current status of my thing is:

    As it is a quite small sprite, I'm satisfied with one rotation point. The 'feeling' of the steering is quite nice. In combination with the acceleration and deceleration of the car-behaviour! And, I guess, that's where my problem is coming from: The vehicle drives on a narrow road with solids on both sides / walls. More narrow than the collision box of the vehicle itself. So, when it tries to turn 180 degrees around, the sprite jumps / teleports to the next free space it can fit. (I guess so) I think it's mentioned in the scirra-docs.

    So, is there a way to bypass this reaction? That would be nice as my controling itself is alright.

    Or do I have to forget about the car-behaviour totally and find another way.

    Maybe you / someone can help me out.

    cheers,

    held