LaroTaio's Forum Posts

  • android studio is full of coding

    i never understand that

    Like Witchy said : Android Studio, Android SDK are your best friends when creating APK's . You better start to learn to use these two tools if you want to avoid the same problem you're encountering right now. If you're thinking of turning to phonegap or cocoon forget it, what would you expect from free-limited service === "CRAP" they can instantly do changes in their compiling method without consulting users, like what's happening right now in cocoon, you can read from the thread, last week everything working fine, until this week cocoon made some changes and it's not supporting webgl anymore and has some black screen issues, worse not launching the game, the reason why export to coocon was deprecated in C2. so I suggest you stay away from them.

    Hopefully the guys here in scirra would make life easier for C2 users, when C3 will be able to create a working APK on the fly. But even if its launch very soon, since it's still on its infancy stage bugs will definitely be present, it will take a bit more time before we see a good descent working APK with less bugs, which leads us back to using Android Studio and Android SDK.

    Since you're familiar of using XDK here's another alternative method when creating APK's using open source products? that include Android Studio

    Good Luck

  • DEMO (non-Gamepad|DEMO (Gamepad)

    CAPX (non-Gamepad)|CAPX (Gamepad)

    I made a modification of bbenny93's simple dialogue system, which can be found here. It's pretty much a reskin but it's retooled to work with a ALttP style spritefont and textbox. It has text skipping, letter by letter text, choice dialogues, all that good stuff! You can also see bbenny93's guide on how to make your own dialogue xml, which this version follows as well, structure wise with the xml file.

    It doesn't have avatars or animated textbox like the original but also has a tiny addition: an example of how to play music during dialogue via the xml dialogue file with a function. To start a dialogue (such as interacting with a sign), just call a function named "dialogue" with your xml dialogue section's ID as it's parameter zero.

    [quote:15fbavvr]<Dialogue id='intro' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>

    If you want to import this into your project, assuming you have all the basic parts of a project (keyboard, function, AJAX, etc), you will need to copy and paste the following objects into your project:

    [quote:15fbavvr]ProjectVariables (dictionary, global)

    Text Spritefont (named SpriteFont)

    Choice Spritefont (named SpriteFontChoice)

    Cursor sprite

    Choice_next (array, global, 10/1/1 size)

    Textbox sprite

    Typing and Text Done audio files

    SpriteFontImporter (array, global, 10/1/1 size)

    YourVariables (dictionary, global)

    Can you please fix the dl for the capx. thanks in advance

  • The simplest way involves using a small invisible sprite at the base of the tree with collisions enabled. The tree is just a visual placeholder. You can use the system sort Z order by the player and tree's y values.

    Thanks for the idea man, just tested it, and it's working.

  • Hi guys,

    I'm creating a prototype rpg game, I've been figuring out for days on how I can have the proper z order with collision for the player and other objects.

    I've been scouring the net for any info about this topic, but haven't found any.

    Any help would be very much appreciated especially with capx example. thanks

  • Something like that?

    https://drive.google.com/uc?export=down ... GRjbzVvNjQ

    Yes! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green"> this is exactly what I want to happen. Thank you so much my friend! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I have these multiple copied enemies with different bullet speed moving at 90 degrees. What I want to happen is that the enemy that has the highest Y position will be placed on the top Z layer.

    I tried doing this but it didn't work:

    system - for each ENEMY

    system - enemy.Y>enemy.Y ===== enemy -- move to top of layer

    On the image below the objects that are encircled are the one that what I'm after.

  • Have you added the "Browser" plug in, and made an exit object button? Here's an example on YT >>>

  • from what I can tell you really only need to put in the event-action for the

    >>> is touching the fire button = fires bullets

    function and that should get you covered.

    Now HOW the bullets is fired is another story.

    >>> is touching the fire button = fires bullets should fire a bullet once.

    >>> is touching the fire button = fires bullets

    | every 0.2 seconds should give you rapid fire.

    Now you can create a separate function for movement and you should be good.

    Yes, I already set the fire button with "is touching" on the event. I forgot to mention, it does fire, but the firing pose animation for the player is not working for the other 2 set of combination if I use the other one.

    What I'm after

    action to fire bullet with firing pose of player animation with two condition sets

    condition set 1: touch the 8 direction touch control object + the fire button

    condition set 2: not touching the 8 direction touch control, and only touching the fire button

    How can I combine 2 condition sets to do one action. I already used "or" on the event condition but it separates each condition making it 4 conditions.

  • Hi guys,

    I've been figuring out how I can do two types of condition that will do one same action.

    here's what I mean.

    event >>> if I touch the 8 direction touch control object + the fire button = (action)>>> the player will fire bullets

    now, if I do not touch the 8 direction touch control, and only touch the fire button I will still get the same action >>> the player will fire bullets.

    Thanks in advance for the help.

  • Hi guys,

    To get what I have in mind, here's the video

  • Thank you for providing a very informative explanation, I'm already implementing your ideas in my game using the timer behavior.

  • First - You dont need to pin a gun by "Position and Angle" if you want a turret, you need to pin only by "Position" to allow the gun to rotate.

    Second - Try to read about containers: https://www.scirra.com/manual/150/containers

    They are made for making composite objects, exactly what you need.

    Thank you so much for advising to use containers, I literally forgot about this powerful feature in C2. Now everything's working fine.

  • You need to specify which "enemygun" you want where, at the moment in the every tick you set the position of all enemyguns to enemy1 imagepoint.

    This will never work the moment you get more than 1 enemygun. as it will place all of them at the same enemy. You need to either pin the gun to the correct enemy.

    Here is how to do it:

    Thanks for the reply

    Ok,

    It worked if were talking about multiple copies, the problem now is that I have no control to where I want to position each copy of enemy on the layout, you know the left-click+ctrl copy and drag to where you want to place the copied object on the lay out. Also my main objective is that I want all the guns to behave like a turret pointing at the player.

    I uploaded the capx, so anyone out there can edit it, if they know how to fix it.

    https://www.dropbox.com/s/h850ugb53o3xw0i/spawn%20create%20objects%20to%20multiople%20copied%20objects.capx?dl=0

  • Ok,

    I'm trying to create an object and position to another multiple copied objects. I tried adding for each as a condition or sub event for the every tick, but nothing seems to work, some times it only shows on one object for this case is the enemy. Any help is very much appreciated. thank you in advance