Kyatric's Forum Posts

  • No problem, you weren't troublesome.

    It just took a few posts to figure out what you were asking for and anyway I think this will be profitable in the future because I bet other members will ask themselves the same thing you did.

    Having the answer in the forum is never a bad thing <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I moved this thread to "open topics", but I'm not sure to see the point of it.

    In benefit of the doubt I'll leave it opened for now, but what is the point of posting images from "The people behind scirra" droptank21 ?

  • If your PHP variable value is 5, then the value of AJAX.LastData will be 5.

    So you create a variable Level in Construct and assign it the value of AJAX.LastData (like I showed in my previous post)

    If you make another call, the value of your PHP variable will be returned to C2 still as the value of AJAX.LastData, so you can assign another variable to the value of AJAX.LastData.

  • With the expression "LastData" from the ajax object.

    . When the call to the page is done, the information collected is stuffed into the AJAX.LastData object where we can then consume it in our game.

    First page of the tutorial.

    You can assign a global variable to the value of Ajax.LastData.

    Action

    System -> Set global variable value

    Name of the var; value of the var : AJAX.LastData

  • It has to do with the positioning of the origin point.

    I tried to move the origin point in "camminadestra" animations to position it on the shield in each frame, and the movement work as intended.

    If you don't want to change the origin point, instead of using two instances of "tornaindietro", make one object for the left boundary, one for the right (with different names) and on collision with either the first or the second object, set the boolean (don't just toggle it) to either "true" or "false".

    This way you'll have a defined direction, and it doesn't matter how many times the ennemy sprite collides with the "detector" it will set it to one and only one direction.

    I hope I'm being clear, let me know if not.

  • You can retrieve datas from PHP, but in that case, it needs code in the PHP page itself that will send back said-variable.

    This is not the purpose of this forum though to deal about PHP.

    Try to search the keywords "webservice", "xmlrpc" and "PHP" on google. This is some of the way PHP can send back infos to an ajax call.

  • This post from Ashley explains some of the differences between C2 and CC.

    It might help you getting a better understanding of the event sheet processing too.

    In C2 you need a less lot "For each" loops than you did in CC.

  • I'll move the subject to "bugs" even though you have a workaround, to be sure ashley takes a look at it when he comes back.

    It is indeed strange that clouds stop this way after a while.

    Maybe an uncommon combination of events or something.

    Also nice art on the example, I'm curious to see the game a little more advanced (with actual gameplay).

  • Nice call indeed.

    This plugin will be very useful, thanks a lot PixelRebirth.

  • One other thing is if 3 objects have physics and they are on different layers how come they still interact..?

    This is answered in the physics basics tutorial

    ote: Physics objects only interact with other physics objects.

  • Post your capx.

    In my example you can let clouds go on forever and they always wrap.

  • http://dl.dropbox.com/u/36472942/construct/forumhelp/sprite-wrap-moveforward.capx

    Works for me.

    Probably you're doing something strange somewhere with your clouds.

    Also instead of setting to a low float variable (0.1 px) you should rather try a formula containing dt.

    Try "dt * 6" or another value.

  • I'd suggest you to check this topic which is pretty much the solution I'd recommend to you, making all the "hitboxes" invisible.

    Edit: Nice art by the way.

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  • Automated Movement.capx

    I just found again this example of an automated movement I had made.

    It could be quite quick to adapt it so that target is the NextCell position and that it gets automaticly updated.

    I don't want to include automated movement within the pathfinder as the movement the user wants will depend from a project to another. The pathfinder provides a path, it's up to the user to walk it the way he like best. (consider people wanting grid movement, those who will want a smooth rotating-like vehicle movement, those who will want something more floating, etc...

    Hard to make everybody happy with a single automated behavior)

  • pistolAngle2.capx

    I did it by trials and errors, using the displayed angles on screen (in the text object).

    You should try to wrap your head around the solution given to you to understand HOW they work, not just using them as you go by.

    There's nothing wrong about asking help in the forum or IRC.

    But I'm under the impression you're actually asking others to do your project for you.

    If you don't get it, lower your expectations, and switch to a project that you may actually accomplish by yourself. It is far more rewarding, helps you better on the learning/experience side and finaly will allow you to come back later to this actual project and finish it by yourself.