Magistross's Forum Posts

  • You ought to remove the random element from the positionning events, otherwise you'll most likely end up with sprites occupying the same spot. What you need is random picking and fixed positionning. Here's an example.

  • If you consider all tiles as obstacle, it's pretty much straightforward; you have to test tile IDs under the object you want to test collision for, when an ID <> -1, it's a collision with that tile. The only drawback with this is that you are limited to bounding boxes for collision testing... it's usually not an issue in those kind of games though.

  • But it's a shame really. I tend to use a lot of functions and what not, so pretty much all my code is off-limit for debugging. I wonder why triggers can't debugged though ?

  • It actually fit perfectly. A single instance, with very few draw calls. Much better than multiple sprites !

  • The events in the sheet "Movement" are overriding the animations changing events of the sheet "Event sheet 1", especially line 5, which is setting the animation to fall and setting current frame to 0 anytime the player is moving downward. You ought to add a "(negate) Is climbing" to events 4,5,6,7 in sheet "Movement".

  • Since your player object is global, you need to reset it manually, including its behaviors. I see you already reset its instance variables, but you lack a "Stop ignoring user input" to restart its platform behavior correctly.

  • If you are using a tilemap, I suggest that on collision, you check surrounding tiles for a place to "nudge" into. I'll see if I can come up with an example soon.

  • Prominent The ternary part is not needed. The expression (a=1 | (b=2 & c=3)) already gives a value of 1 (true) or 0 (false).

  • I thought you said you had that part covered? Fetching the file from FTP will probably require you to write a server side script that fetch the file and return it as a response.

  • Sure, here's a simple example using a project file.

  • Well if you are actually able to load the file with AJAX, populating a list with it shouldn't be hard. First clear the list if it's not empty, then loop through all "tokens" of your data using "newline" as separator.

  • What does your AJAX.LastData look like ?

  • It's a bit problematic when an object spawn an instance of the same type. Try using the "Create object" system's action, it ought to solve any picking problem. However, if you need to spawn multiple object at once (many "spawner" that spawn in the same tick), you'll have to use a for each too.

  • I believe the fact that you used a third party plugin is what is stumping others. For my part, I went ahead and downloaded rexrainbow's rotate plugin. Try removing such plugin next time before you ask for help, it might speed up the process a bit.

    For your problem, there's two reasons why your bullets are falling behind. First, the "Destroy outside layout" is inappropriate for this situation, since you are rapidly exiting the layout, that's why the bullets disappear after a while and seem to stop spawning. Second, the reason why the bullets seem stationnary is because they are actually travelling at the same speed as the ship ! Try adding some speed to the bullet behavior and it should work ok.

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  • First use LayerToCanvasX/Y to get the screen coordinates, then use CanvasToLayerX/Y to get the corresponding layer coordinates for another layer.

    Like this : [attachment=0:1gkfpvxj][/attachment:1gkfpvxj]