Michal11's Forum Posts

  • Thank you so much podpathos. It works great.

  • Well I cant open it. It says it is made by newer version but I have the last one 1.3

  • > Hi thank you for help, but it did not help. It almost seems like there is some bug. I made a small example which shows the problem. Just run it and wait few seconds. You will see what I mean. The faster speed is, then more evident is the problem. And if I give walls solid behaviour it makes it act even weirder. Thank you

    >

    > https://dl.dropbox.com/u/97534866/problem.capx

    The problem here is that event 3 and 4 trigger for each sprite3 that collides with the wall. So if 2 collide at the same time they get reversed twice and end up going the same way. At the start when they move to the right, the one on the top row hits the wall first and they all reverse. When they move to the left, both sprites on the left have the same x value so they both hit the wall at the same time and reverse twice - they carry on through the wall.

    Ah you are right. So what would be the best solution for this?

  • thank you very much I will try that. But may I ask why my version does not work? Logically I think it should

  • Hi thank you for help, but it did not help. It almost seems like there is some bug. I made a small example which shows the problem. Just run it and wait few seconds. You will see what I mean. The faster speed is, then more evident is the problem. And if I give walls solid behaviour it makes it act even weirder. Thank you

    https://dl.dropbox.com/u/97534866/problem.capx

  • Hello guys I am having weird problem with collision detection. I have two walls. one is on left side of the screen and is called "leftbounce" second on the right side of screen and is called"rightbounce".

    Now what I have is that when some enemy hits the wall I change direction of enemy movement. So it basically looks like they bounce from the wall in opposite direction. However sometimes (not really often) collision just does not work and enemies continue moving im the same direction which means they go out of the screen. I dont get it. Does anyone know what could be wrong please?

    elsewhere in the code I also have something like: every 5 seconds add 50 to current speed. So after a while enemies moves faster and faster. Could this be the cause?

    <img src="https://dl.dropbox.com/u/97534866/enemy.jpg" border="0" />

  • ahhh thank you sooo much. Works like a charm :)

  • Hello guys,

    I have little problem. I have a small game with group of 20 same enemies (instances) they all move in the same direction. And now I want that when some of them hits the wall they change direction.

    So I have something like

    enemy1. on collision with wall {

    enemy1. reverse 8direction

    }

    It works perfectly the only problem is that I want to change direction for all those instances immediately once whatever instance collides with the wall. But right now it acts separately. So for example instance 1 change direction when it hits the wall. Instance2 changes direction when it hits the wall. What I want is:

    when whatever instance hits the wall, change direction for all of them immediately.

    What is the solusion? Do I need to use foreach loop or something? thank you

  • Great function. Thank you guys :)

  • Oh that sounds great. But how about loss of quality?

  • Hello guys,

    what is the best way to port all game sprites for phone version? I have completed a small game for PC and now I would like to port it to iphone and anroid. I know I can use appmobi exporter for that. But how about all graphic sprites? Because obviously I need to have them smaller for iphone/android because size of one sprite is 80x80. Will we need to paint all sprites again for phone version or does Construct offer some kind of scalling for example?

    Thank you

  • 2900????people are crazy i never going to pay 2900 for conversion... wtf is that kind of system????

    That kind of mentality can kill artistic productions 2900$...and what after were going to see Plugins for construct starting at 50$ and more???

    crazy....

    <img src="smileys/smiley35.gif" border="0" align="middle" />

    I think You need to break of this communism mentality. No offense here :)

    the creators of awesominium want to earn money on their product which is of course pretty normal. They are not doing it just like that to makethem or other people happy. and btw If you have professional game dev company you really do not mind paying 2900 dollars for something like this.

  • Nobody?

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  • Ups sorry I figured it out. What i did is:

    I set variable can_move for enemy. Default value is 0.

    system on start of the layout system wait 4 seconds. After the set value can_move to 1.

    And then in condition which handle lerp movement I have if can_move = 1 then do the rest :)

  • Here's one way to do it:

    stepMovement.capx (r99)

    So I think I finally understood this and got it work. Only problem is that when you start a game it immediately starts to move. I need to wait about 4 seconds on start of the game before all this moving