lukezero's Forum Posts

  • Thank you for your attention and help, ^^

    I forgot to say that I'm using the R208 beta version of Construct 2.

    Is this the cause? o.O

  • I also tried to deactivate the group of the Scale effect, but not worked.

  • Hi RayKi! Thanks for your collaboration! ^^

    The object leaves from an one frame animation to a real "5 looped frames" animation long after the scale effect has been executed.

    I put the scale effect in a group, that is activated at the start of layout. Then the effect isn't under the condition "Every tick".

    Group Scale

    Object: Set Size

    lerp(Object.Width,194,1.5*dt)

    lerp(Object.Height, 331,1.5*dt)

    Addendum: Even maintaining the object actual size with a boolean instance variable before the animation execution, the problem continues.

  • Hi C2 fellas!

    An object with Move To behavior and Scale effect (made with "Set size" with "lerp" and "delta-time") have an animation that isn't working when I call him.

    When I call the animation of this object in an event, only the first frame is displayed with a short and slow scale effect.

    I tried to solve this in several ways, but I couldn't (perhaps because I already quite tired...).

    Someone has a solution for this?

    Thank you in advance the attention and collaboration of you.

  • You could just change the detection to see if 'all' ImagePoints are overlapping, rather than 'any'.

    Ok dude, I'll change this.

    Thanks again. ^^

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  • Hi blackhornet! Sorry to bother you again, but your detection system now detects only partially the object. (the purple box sprite)

    There is a way of detection occur only if the object is completely within the fill canvas color?

    Thanks one more time for your attention and collaboration. ^^

  • It's alive, guys! Thanks a lot!

  • I'll try these instructions now, MadSpy and

    Thanks a lot!

  • Thanks for your help, elliot and

    I made a small adjustment to your instructions, deathangel1479, but yet not worked.

    Thus the objects are infinitely generated continuously.

  • Thanks one more time for your collaboration,

    Unfortunately these instructions didn't work as expected.

    The objects still are created without the limitations of the object collision area.

  • Thanks,

    Both objects (the spawned and the spawner) aren't Squares.

    Only one sprite is spawned in the object.

    I tried your code here but most of the generated objects are destroyed immediately.

  • Sorry, I was just working on it. http://www.blackhornettechnologies.com/ ... tTest.capx

    This uses two canvas objects, one to draw, one to do the hit-test. I've assigned imagepoints at the corner of the test sprite. When one overlaps a filled area, it is "hit".

    WOW! <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

    Great job, blackhornet dude!

    I'm studing your CAPX now to implement it to my needs.

    Thanks for your help! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Master R0J0hound, I'm using the Canvas plugin (which is definitely the solution for this case), but I still cannot solve this problem.

    I'm trying to draw a line with the canvas whenthe player touch the screen, so the beginning of the line should amend it in order to involve an object. This "circle" must be filled by the canvas, creating a temporary object to be detected for collisions.

    I tried with Path, Move Pen, Draw Path and other with the Touch behavior, but I had no success.

    Sorry to bother you, but I'm just asking for help because I am not familiar with this great plugin.

    In advance thank you for your attention and collaboration.

  • You could look at the Canvas plugin. You can draw your user defined area, flood-fill, then use rbgaAt to detect overlap.

    Thanks for the suggestion,

  • I would create a invisible object to be the area. It doesn't have any behavior or anything, it works just as a collision area. You could try that

    RayKi I need to create a random collision area within the dashed line. A static object isn't useful to accurately detect the internal area.