Lunatrap's Forum Posts

  • Thanks for the quick reply. Unfortunately, I'm unable to open your capx. Construct is saying that your file is from version 164.2 while I'm using 163. I purchased via Steam, so maybe that has something to do with it. I'm sure I'll get upgraded at some point.

    Maybe you can answer a question for me though. Is LOS layer dependent; will it work for objects that are on different layers?

    Also, here is a screenshot of the code I'm currently using:

    Do you see anything obviously wrong about it?

    try installing the beta of construct... go to steam, go to construct rigth clikc and in properties, go to betas and set it like you want to use beta versions... its really hard to tell just from 1 image...

    either

    installl c2 beta to open my example or post a .capx to check it out...

  • Luna, the same thing still happens when I set all parameters to 0, 0. Parallax is 0, 0 and X/Y are both set to 0, 0. The image is also in the Background layer.

    yes but your image has a green part on the top side.... thats why it looks like that... maybe try cuting the background to the exact size of the doted erea... aka: your window size resolution

    becuase now that green part is making the trees do down...

    see the parallax works in a way that it fixes the image in place so it wont scroll with the camera if the parallax is 0,0

    if the parallax is more than 0,0 it will scroll depending on how much you set it...

    so... if you have a 0,0 parallax, the backgournd will be anything on the doted area... becuase it wont move nor scroll....

    move the trees up

  • You can have different layers with different parallax like this...

    you can toy with them

  • you need to set the x and y parameters of your background image to 0,0 and the backgournd must be in the 0,0 parallax layer, (aka backgound layer)

    try it!! and run it...

  • check this .capx =)

    here is my original post about this in case you want to check it out

    here is a way to manage the picking beetween instances

  • Hi Luna. Still didn't work, and in any case, I don't want to turn off paralax.

    let me show you

    this a the example from C2 i reccomend you to check them out (go to c2, new project, go down and check out the examples and templates)

    download the .capx attached here

  • the bullet itself should not cause any kind of force...

    can you paste the .capx file???

  • have you tried this¿¿

    set a layer called background

    click on the layer

    look at the left side of your c2 look for something called "parallax" set it to 0,0

    and then paste your background to the layer backgound and set the backgound image x&y to 0,0

    and run it

    let me know

  • mmm sorry i really dont understand what you are asking for

    how do you click on the space bar??

  • Hi everybody!

    I'm still working in base of the first web tutorial and I have a little question that I can't solve.

    When I create a solid/static sprite like a wall I don' have any problem to do the collisions with other animate objects, but when I try to create a collision system between 2 animated objects and pick the option "solid" they lose their movements and other actions.

    as far as i can tell is not possible to made 2 things collision with other without using this options

    1- physics behaviour, have 2 objects with physics behavior

    2- made a knock back system with platform behaviour...

    take a look at the physics examples in C2

  • you are waiting 5-10 seconds to set init_combat to 1

    and then if inti_combat = 1

    then set it to 0 and go to battle

    i think you should do it like this

    at start of layout

    wait 10-5 seconds

    go to battle

    when clicked

    do all the neccesary actions

    and then go to world..

    i dont know what purpose init_combat has??

  • and the sprites that you want to stop geting nocked back are??? wich behaviours they use?? more info please

  • MMM maybe add a instance variable... so when a sprite touches one of the nodes it will add 1 to such variable

    and then have like this

    if instance viriable=0

    move to node 1

    when it reaches the node

    add +1 to instance viriable

    if instance viriable=1

    move to node 2

    when it reaches the node

    add +1 to instance viriable

    if instance viriable=2

    move to node 3

    when it reaches the node

    add +1 to instance viriable

    and on and on

    try chaning the pathfinding behaviour to "ignore diagonals"??

    this is a very shallow idea... but if you dont find any answers try it

  • WHAT DO YOU MEAN GAME CENTER??

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  • Lunatrap

    thank you!

    after dismantling your brain child (i hope you don't mind!) i figured out for future reference that by default it faces right (o degrees ) from the origin point.so if i want to have left and right detection i should add another square on top of the first one and make its angle 180.

    if you are a boy i owe you a beer if you are a girl a glass of wine and some flowers!

    here CHECK IT OUT n.n

    now the 2 enemies have 2 "cameras" or "eyes" if you will

    and you can change the angle in any direction and the LOS will change aswell (angle of the sprite = angle of the LOS cone of view) if you want the cone of view to be 180 just adjust it in the properties

    btw sorry if my english is not good im not from a country that speaks english