lionz's Forum Posts

  • Probably stored in your browser cache.

  • What can be more efficient than calculating the angle of point A to point B? Seems like a fine method to me...

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  • Dropbox won't work anymore, I started a thread here :

  • Give them family instance variables where 1 is small, 2 is bigger, 3 is biggest or something. When they collide compare the variables, whichever is bigger destroys the other one.

  • You need to include "Structure" in "Store", not "Store" in "Structure".

  • On the overlap event, you can set a variable to box.pickedcount, which will be the number of boxes overlapping the mask.

  • Open documents, you can use the File Chooser object: https://www.scirra.com/manual/182/file-chooser

    Date/time from the device, there is a plugin to grab this data: plugin-system-date-and-time_t63492

  • Create a global variable 'debug'.

    Where your debug events are for displaying debug text, add a condition if debug=1.

    Then toggle debug to 0 or 1 before you start the game to enable/disable debug.

  • The usual way is 'Bomb' on collision with object 'Block > Destroy 'Block'

  • The simplest way to do this is on any touch create a different invisible object for detection at touch.x, touch.y and destroy sprite2 when overlapping the created object.

  • Again this would just be set functions responsible for creating a number of certain types of platforms. It gets complicated when you are wanting to create different types on the same horizontal line but this can be done by passing parameters through the function for platform type. The platforms are unlikely to ever overlap because you are choosing your own X,Y co-ords so you would always set them up a good distance apart on the X or Y.

  • There are loads of ways to do this. For the basics :

    groupnum=0

    placeY=0

    function CreateCoin

    while groupnum<8

    Create coin at x=0,y=placeY, add 1 to groupnum, add 25 to placeY, run Function CreateCoin

    That will create 8 coins that are in a straight line upwards, 25 pixels apart.

    You could also create and add to or subtract from placeX rather than X=0 to move them across the screen slowly.

    Based on the values you are adding to or subtracting from X you could expand this into more functions called 'CreateLine(the example), CreateLeftToRight, CreateRighttoLeft' to call different patterns. Each function could run based on a random number you 'choose' and therefore each shape of coins would be chosen at random.

  • I still need to figure out how to avoid collisions with another object. Such as a falling rock and I go to hit jump up, the rock needs to then be able to pass under the player while the player jumps.

    You could do an event if player is in jumping state, disable collision on all jump-able obstacles.

  • If it's a character constantly climbing or crawling up a wall then it does make sense to use 8-direction. Either the character will push up the vertical screen, or the character will seem to move up the screen but in fact it is just the background scrolling and you are moving only left to right. I don't understand how the character would jump though. Are you trying to jump on the same spot over an object that scrolls below the player?

  • Is there a reason you're setting up a platformer character using 8-direction? The platform behaviour covers most of this.