jmiller4180's Forum Posts

  • I've looked at that one. The way points my sprites follow are random though. Isn't that example based off touching an invisible sprite which turns them? I had gotten the sprites to mirror when the moving angle was 180 or 0, but it only worked some of the time and that's probably because when they move they could be going slightly up or slightly down so the angle isn't exactly 180 or 0.

  • I have a sprite moving via the rex_moveto behavior. Everything is fine, it moves around from waypoint to waypoint, but I cannot for the life of me to mirror the sprite based on the direction its moving. I have done this before, but cannot find the example capx I did it in. Anyone have any tips?

    > Any chance we can get that droipbox link or example back up?

    >

    Did you even look at the last comment?

    Yes. I saw it after I posted as I had the page in my browser window open for like a week and didn't notice it was updated. Thanks for pointing it out though.

    Any chance we can get that droipbox link or example back up?

  • So I have been using the example here to try and figure out how to make multiple companions that have the same behavior. The problem I am running into is when I clone, or create more of the fairy object, they all float to the same spot. Its like they are not setting themselves as their own x and y positions.

    So the fairys are scattered throughout the layout, and I only want them to start following when they come within a certain distance of the player. I figured that part out by changing the greater than sign to less than. I still have the problem though, that all the fairies congregate at the same spot on the layout when it loads, even if I change the call to set xPos to fairy.X (fairy2, fairy3, and so on) instead of self.X in all instances it asks for self.

    What do I have to do or am I doing wrong to get each of them to stay put where they are placed on the layout until the player comes close to them?

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  • Figured it out. Just need to look harder.

    Condition -> Zorder (category) -> Pick Top/Bottom -> top

  • In the game i am creating it is necessary to select a moving object on the screen by touching it. What I found though is that if two or more objects are overlapping each other and you select the top object all 2+ objects that are overlapping are also selected. This creates a problem as the mechanics of my game are only supposed to have one selected at a time.

    So imagine 4-5 AI Guys moving back and forth on a platform, you select one just as they are overlapping with another one, and all of them that are overlapping get selected instead of just one.

    Would anyone know how to resolve this issue? I have been racking my brain the past few days on it.

  • Perfect! Thank you

  • For example. In tower defense games you can fast forward time to make the minions follow the path faster and the whole game is faster so if you have everything setup correctly you dont have to sit there bored waiting for the level to complete.

    How would one speed up the game time to make everything move faster, like a fast forward button.

  • Thank you very much, what edits would be made if there are for example 4 image points it could pin to. Imagine it being like a robot you are adding wheels to, 4x image points on the base of the robot, and only those 4 places can hold a wheel because there will be more points for other objects. Do you think I may be better off creating invisieable objects, pinning those to the robot base to start, then pinning the wheels to the objects instead of image points?

  • Amazing! It is exactly what I was looking for , could you provide a brief explanation for what is going on inside there so I can add to, or change things around if need be?

  • Hello,

    I am working on a project where it entails dragging a circle into a box, dropping the circle and append to the box at the closest image point to circles current location.

    I get the drag, and drop stuff, and I can do that already, but I am having trouble with once the circle is dropped attaching it to the box (so when the box moves the circle remains where it was dropped inside the box), and I also wanted it to drop and attach to the closest image point that the circle is closest to in the box. Sort of like snapping to the image point its closest to in the box once the drop happens.

    Can anyone give me pointers? Or if this is even possible?