LittleStain's Forum Posts

  • Which behaviour are you planning on using for the movement of the ball?

  • Events are read from top to bottom..

    after the actions of the first event is triggered, the conditions of the second event are true that same tick, so will be triggered also..

    When the actions of both events are executed it looks like nothing has changed..

    There are many ways to fix this.

    One way to do it without changing to much of the way you have set it up, would be to put the On is not visible as a subevent and add an else event below.

    • mouse on left button clicked on off

    ----- On is visible

    On set invisible

    Off set visible

    ------ else

    On set visible

    Off set invisible

    Another way, which would have my preference, would be to use animationframes for on and off, toggling a boolean variable and setting the frame accordingly.

  • I think we need more information before this question can be answered.

    Is this game top-view or side view?

    What kind of behaviour are you using for the monsters?

    Is one of the monsters controlled by the player or are both computer-controlled?

    What are the conditions in which the monsters will fight?

    Does the combat consist of animations?

    Will who wins the combat be dependent on certain factors?

    And there will probably a lot more questions..

  • Without knowing any of your other events that might conflict:

    player on collision with enemy - player destroy

    player on destroyed - system create object player at x = (the x-coordinate you want) y = (the y coordinate you want)

  • because jpeg and png-8 compression only change the download size and nothing in-game (all images are fully unpacked in the memory) using compressed sprites in preview wouldn't make any difference in performance.

    So while playing the game a 64x64 pixel sprite will use 64x64x4 bytes independent of the compression or format it was saved with.

  • I guess when storing the items to local storage you should add the date (or expire-date) when they are added to the value..

    When retrieving the local storage first check if the date isn't past the expire date..

    So something like:

    set local storage key is Thingyoubought to : Globalvariablenumberofitems&","&date.date

    Using tokenat you can then check the date.date with the current date.date on item get

  • I think it's hard to answer this question without seeing the problem and/or knowing how your events are set up..

    On what devices have you tested, are the results different from playing the game directly from browser..?

    There are too many things unclear to make any usefull comments..

  • > I'd be more than willing to help, if helping didn't mean creating it for you..

    > I gave a very badly made example and all you did was add one event that didn't work as expected..

    >

    > I was hoping to see your code and give some advice as to how to get closer to your objective..

    >

    > So what you'd like to do is when sprite is overlapping another sprite, check if the sprite would fit.

    > All you would have to do is create conditions on drag and drop drop, to check these..

    > A rotated triangle won't fit inside a non-rotated square, etcetera..

    >

    I don't ask for a project or example either. You did it because you wanted, and I just prepared the other example because you didn't understood what I'm looking for.

    I think I do understand what you are looking for..

    Good luck finding it..

  • LittleStain yes i know how events work

    I wasn't trying to be mean.

    I was asking because in this specific manual entry it says:

    "Events work by filtering specific instances that meet some conditions. The actions then run for those instances only."

    If more instances are reacting than the ones you want, the filtering isn't working..

    Also the entry talks about unreferenced objects..

  • Picking means specifying which instance of the zombie object should be affected by the actions..

    You are saying that all zombies get destroyed, so it seems to me it is not clear which zombie should be destroyed..

    You do know how events work?

    https://www.scirra.com/manual/75/how-events-work

  • You might like this topic:

    searching for maze, maze generation, maze generator etcetera on this forum gets some nice results..

  • It seems like you have toggled your events to disabled, which means they won't run..

    Toggle them back to enable them.

    Then right click on the group 2th_level, choose edit and remove the "active on start"..

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  • It should be relatively easy..

    From the top of my head it should be something like this:

    you'd want to create two platforms on the same y..

    Set the first to a random x-coordinate and the second to the x coordinate of the first + the amount it has to be moved to create the wanted gap.

    if you want to create new platforms at say 200px distance you could make an event that says something like:

    if platform.y > viewporttop(0)+150 - create new platform at platform.y-200

    this event should be triggered once offcourse..

  • Okey, did the image work on 1st page? LittleStain

    Yes, it worked..