immortalx's Forum Posts

  • Just a thought:

    Invisible walls on the 2 sides of the lake (not solids). Check if monsters collide with the walls and move them to opposite direction.

  • I have a background on a layer and a sprite on another.

    I'm zooming in and out on the background layer with the mouse wheel, but I'd like to prevent the sprite from scaling.

    I could set the scale rate of the layer the sprite is in into zero, but that does not maintain its position in relation to the zoomed layer.

    To put it easier, imagine a transformation/rotation gizmo in a 3D application. You can zoom and pan the view, but the gizmo always maintains its position and size.

  • Me thinks... a screenshot of some part of the editor would keep all of us happy

  • Sorry for bumping this but just to clear things out: Isn't there a way to load an image at runtime, without first importing it into the project file? C-7 's example works fine, but I'm talking dynamically load an image, assuming the path and filename is retrieved through some event at runtime.

  • Maybe you can divide the game space by creating a virtual grid.

    Let's say that the space the balls can bounce is 400X400 pixels and let's assume we want a 4x4 grid. That means a cell size of 100X100 pixels.

    Create an invisible sprite with those dimensions and place it in the top-left cell in the beginning of the game.

    When its time to spawn a new ball check if the dummy sprite is overlapping any object.

    If yes, move it to the next cell and re-check. If not, spawn your ball in the empty cell.

    I don't know how efficient that might be (or if it is working at all ) and sorry if it sounds like a stupid solution, but I'm a beginner myself

  • I believe the latest stable version is what most people are using, so chances of someone taking the time to check for a solution will be greater. If you can, just a wait a bit longer because someone might be working at it.

  • Confirmed

    EDIT: It downloads successfully but it seems you are using the latest beta so I can't open it.

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  • The link in your reply is getting cut by the forum software and is also not "live" due to rep below 500. Post it as plain text and put an asterisk in the url like this "h*tps" so that anyone can copy and paste the link.

  • This is a truly outstanding game! It's up there with the best and shows really well what can be done in C2.

    Mega congratulations man!

  • It would help if you could attach a capx file to identify the issue, but the forum rules require a rep of at least 250 to do that.

    Can you try and explain how you have set up the movement and shooting?

  • This is because you probably set the collision polygon for a single frame. Open your sprite, select the "Set collision polygon tool" and then right click on sprite-->Apply to whole animation

  • For collisions with enemies you can add the "Is On Layer" condition in your collision events to filter out objects on other layers.

    Unless you talk about solids, which is a different beast and might be better treated by grouping them into a family.

  • Wow, talk about an addictive game! Beautiful art and very polished, congratulations man!

  • Thanks vtrix, it seems you and spongehammer were right!. Tracking for a change in X position alone did the trick. I was also checking for Platform->Is Moving condition, but that apparently means a change in both X and Y.

    Consider this solved and I hope someone will find this camera useful.

    New capx:

    h*tps://dl.dropboxusercontent.com/u/14855413/lookaheadcamera2.capx

  • spongehammer Thanks a lot for taking the time to check this!

    I tried your suggestion by making an instance variable and storing the X value every tick. Then I do a comparison on the variable and it works partially (camera stops going ahead when static-jumping), but when the camera is in reset mode the static-jump cancels out that movement.

    My post count doesn't allow me to post screenshots so that I can explain better what I mean.

    Any suggestion is welcome