LI0NHART's Forum Posts

  • I have a health bar at 20 pixels width(max) and variable healthpoints of 100(max)

    if i want it the healthpoints variable to take 25 off how would i translate that to represent the width of the healthbar?

  • 3 mini games are now playable but nothing else major, sorted most animation on moves and made a few tweeks here and there and visual updates. I will be posting a video of the updated version soon.

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  • Use Z ording

  • I'm making a mini game like the one below.

    forward video to 3:20

    I've got 3 sprite markers in the middle of each band top,middle and bottom

    when an image scrolls past and overlaps it and a key is pressed, it "picks" that image. However sometimes 2 images will overlap the marker sprite and cause 2 images to be "picked". I've made my marker 1,1 in pixels to reduce the chance but it still can occur.

    My images are sprites with different images for each frame that wraps the screen

    So does anyknow of a way that it can never happen and therefore only 1 image from any 1 band can be "picked"

  • You also dont need to have it everytick as it stays on unless other wise commanded

  • Have you checked your collision box in the sprites animation frames, maybe they need adjusting?

  • Never used the touch before however if you try creating a variable called ("display") then do the following:

    on touch highscore then set "display" =1

    Then as a seperate set of events(not a sub of the touch event) do:

    If "diplay" =1

    system evertick

    highscore y>186 then (your actions)

    else set "display" =0

    Etc,etc

  • At work during reply i cant provide a capx.

    The duplicate sprite movement would be disabled and move out the pipe via another method(perhaps bullet object) then lets say your main (controllable player) sprite goes down a pipe(disabling its contol when fully inside the pipe) then you would have the second sprite move out from the other pipe and enable the controlls when its fully out of it giving illusion of the wrap.

    I think wrap work for edges of the screen only (exiting the screen on the left side will make the sprite appear on the right side).

    Hope that makes thing clearer

  • Could you not use system choose(layout1,layout2,etc,etc)? then store it and then call it?

  • Have a temporary duplicate of the sprite and move each one up and down accordingly

  • use a 2d array

    position 0,1 = level 1

    position 0,2 = level 2

    etc..

    When you collect a star on a level add a value of 1 to the corrisponding array position and to get the total amount throughout all levels just add up all the array values and set your global variable to it.

  • I've not done a drag and drop feature before, so not sure, maybe post a screen shot of the code?

  • I'd use 1 sprite object and put each image item in the object frames, then create a "price" instance variable for the object for each item, create one text object (which is set to the object "price" (copy the text object so there is multiple objects of the same instance) set each text object instance variable to the name of the item you wish the price value to hold. Do check on which frame item is selected and then add/deduct price value from the relates text value. Hope that makes sense, try looking at my Zelda tutorial, it may help you.

    https://www.scirra.com/tutorials/670/ze ... e-easy-way

  • Kyatric, yeah but its not the sort of thing i was thinking along the lines of the example below:

    When checking collisions with the new cell method it was advised to put the object at the top of a given set of events in order for it to use the cell method rather than at the bottom which was previously recommended with the old brute force method. Just little things like that is useful knowledge that some users may not know or have never came across in the post's (as they are not all in one place). As Tarkion say's this would be for veteran users and the creators ofC2 to post

  • I found it a very interesting read on the brute force and cell collisions post and was thinking a "Best Practices" sticky thread would be very useful in which people can learn how Construct 2 processes things and how best to impliment various things into our projects?