oxBrandxo's Forum Posts

  • 12 posts
  • That would work perfectly. It will take me a bit of time to reverse-engineer it and understand exactly what you did and where best to apply it (I'm thinking OnFunction will be necessary), but it's a perfect example of what I needed.

    The capx for my prototype can be downloaded here:

    w w w.dropbox.com/s/xt7rkudg4maafwt/EvoPrototype.capx?dl=0 (remove the spaces in the www). Any helpful tips are appreciated.

    Edit: I updated the file a couple minutes ago, managed to free up about 27 event slots. Having issues implementing the suggestion in a working manner. The corners are extremely screwy...

    Edit 2: Managed to get the movement working properly. I had to add an invisible, uninteractable object in the center of the layout and set the object angle to its position.

  • I did intend to do that, but I'm fairly certain that I'm going to be able to acquire a license on Friday.

    As for your question, the objects are being dragged into the area. They are indeed meant to wander out on their own.

    I will post a capx soon, any and all comments (constructive) are welcomed and appreciated.

  • The problem of independent movement has been solved, though I'm still having issues with being able to put objects in an area they shouldn't be and being unable to make them move out of that area on their own.

    Having said that I hit the event limit of the free edition last night, so I'm screwed until I can get the personal license.

  • Worked like a charm. Thank you very much.

  • Hello all.

    I've looked around but can't really seem to find anything relevant to what I need to know. For my layouts, each one represents a different level that the player can have objects on. The objects spawn normally up to a certain point on the first level, but I'm at the point where I need to have a new object being spawned on the second level, being created by actions on the first level. Any idea how to do that?

  • Makes sense, and I've found it works with Touch as well.

    Out of curiosity, can you use the same Function in relation to different Objects without having to define the different Objects in a new Function?

    For instance, instead of having Function "S1L1" for Object Stg1Lv1 and Function "S1L2" for Object Stg1Lvl2, is there a way to make it so that Function "S1L1" works for both Objects?

  • Ah, you're a life saver. I did not realize that there was a function object. Thank you kindly.

  • It doesn't seem to be doing anything. Forgive me if I didn't properly understand how to implement what you suggested, as I am rather new to this whole thing. My attempt is below:

  • I have turned collisions back on and successfully managed to make it so that when the objects touch the border, they bounce back off of it. Your suggestion for individual movements is interesting, and I will take a crack at it.

    I'm still having the problem of being able to drag the mob inside of the invisible area. They freeze and are unable to move, instead of being repelled back toward the center of the layout. I'm unsure how to go about fixing that.

  • Hello all.

    I'm having a bit of an issue with the way that drag and drop works. In the game I am prototyping, you are supposed to be able to drag an object and place it onto the same object in order to create a bigger version. In doing so, both objects should be deleted and a different object spawned where the original was.

    I can get the drag n' drop functionality to work, but no matter what I try I cannot get the spawning/deleting to work properly. The closest I've been able to get is the spawning of the new object and deletion of ONE object, but not both that were involved in the collision. The event chain I've used to do so is shown below:

    Any and all help would be appreciated.

  • Hello all.

    I am currently working on a game prototype that is akin to Shark Evolution or Chicken Evolution. In those games, the objects have random idle movements that they do at occasional intervals independent of all other objects on the layout.

    I have managed to emulate to a certain degree the random movements with the below event chain:

    However, while the objects do move in random directions at random speeds, they move together. When the fifteen second mark hits they both will shoot off in a random direction, instead of doing so separately. Any ideas on how to make it so that the object chosen to move is random out of those that are available on the layout?

    Thanks in advance.

    Edit: I've come to discover that the mobs only shoot off in a random direction when they hit/land in certain invisible barriers. Basically what I'm now needing to know is how to make it so that when the objects enter a specific invisible area they are repelled back toward the main area. I have collisions set to off due to the fact that the objects need to be able to wander around and travel on top one another, otherwise they fuse automatically by themselves and I'm trying to avoid that.

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  • Hello all.

    My name is Brian. I am twenty-five years old, and I am an aspiring game developer much like most of you. I attended Full Sail University for almost two years, but had to drop out due to being unable to afford it. Rather than going back to college, I'm attempting to use what I did learn to strike out on my own!

  • 12 posts