LittleStain's Forum Posts

  • It's not clear (to me) from your explanation what is not working..

    What is the difference between your pc game and the one on google drive or are they one and the same?

  • I guess your answer would be much easier to answer if you would either share your events or the capx..

    Like the manual explains, simulate latency should only be added to the host when testing local, since that guarantees every message in the game will have delay added..

  • When asking for something specific, it would be easier to answer if you could give an example capx..

    Without a specific example I could think of using the boundingbox (left,right,top,bottom) to check the overlap or maybe using detection-sprites or imagepoints to do the same..

    Maybe in your situation it would even be enough just to check the position of the sprite compared to the object it overlaps..

  • I was sure that picking all overrides the picked(touched) object, even if it's not a nested event, good to know I was wrong

    Yeah, subevents follow the picking of the topevent, not of other subevents..

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I guess I would handle it something like this:

    Inside Outside Bounce

  • No I don't because the code says "choose(0,90,180,270)" or a variation of that and it always changes depending of the position of sprite, like for example if i have walls in the north and south the code does "choose(0,180)"

    And I have a code for every single possible combination in between a wall at every side, and a wall and no side.

    Well after the choose() expression the direction is chosen right?

    So that direction should determine the animation..

    Maybe to make it easier on yourself, you could set an instance variable on the sprite to the choose() and use that instance variable for setting the animation..

    Another way, if this choose sets the bullet direction, you might also be able to add a condition

    for each sprite

    system compare two values: sprite.bullet.angleofmovement = 180

    set animation

  • I guess it would consist of getting the angle between the object and the object it bounces from on collision and setting the movement angle accordingly..

    Getting the angle is easy:

    angle(object2.x,object2.y,object1.x,object1.y)

  • English is not my main language, i'm learning by myself to be honest... I'm sorry if i'm not that good.

    My question is, it's possible to destroy a tilemap tile by tile?

    If you follow the search link posted above, you'll find your answer..

  • This is how I would do it with 1 event

    https://drive.google.com/open?id=0B3JLq ... lFhTnpHUU0

    If you need access to "selectedslot" at all time, you can move the var outside of the event and make it a global.

    Or even simpler:

    Select Only One

  • LittleStain - Thank you. I do believe I caught that shortly after my last comment. I did, actually, get it working by adding a For Each to event line 194. Go figure... I hate that I can't always tell when a For Each is needed. It has been my understanding that a condition like 194 automatically checks FOR EACH instance that meets the criteria and then equally does FOR EACH instance of any other related object that relates to those initially-selected instances as it goes down the sub-events. Ah well. I've got it worked out.

    It's pretty easy and described in the manual "how events work" and "subevents"

    subevents continue with the objects picked in the events above..

    if you want to pick another instance in a subevent you should first pick all instances and start reducing by conditions again..

  • I guess I would use something like:

    player is overlapping tree

    -- tree compare Y > player.y

    player move to object behind tree

    -- else

    player move to object in front of tree

  • one thing I see immediately is the impossibility for event 194 to be true..

    It's topevent limits the selection of switches to the ones that are not activated, so it's impossible to pick one that is activated in a subevent..

  • I wouldn't..

    I would use the crop setting for fullscreen..

    Making sure the Hud is always the same by using viewportLeft() etcetera so everything is scaled/positioned accordingly..

  • I tried Vector Y, but you can jump higher if jump key is down

    Couldn't this be avoided by a simple boolean variable setting?

  • How is your character set up?

    Do you use different sprites for clothes, body etcetera?