Paradox's Forum Posts

  • Is the collision path set to fit the bounding box, sometimes when it creates it's own, it may be too small to click.

    If so.. In the image editor, the bottom button on the left tool bar. With that selected, right click on your sprite and set it to the bounding box, and it will be easier to click.

  • You'd be surprised how much you can optimize. Here's a playable 1 player pong game in two events.

    https://dl.dropboxusercontent.com/u/85412219/forumposts/QuickyPong2/index.html

    [attachment=0:3lvqbgag][/attachment:3lvqbgag]

  • Hmm, not sure why moving one is changing what happens, but I may have fixed it by making event 7 an OR block, and having it check for ground as well.

    [attachment=0:1t0j0ka1][/attachment:1t0j0ka1]

  • Change event 7 from an Else to a condition that picks overlapping blocks. "Else" wasn't picking.

    [attachment=0:3o32i61q][/attachment:3o32i61q]

  • Actually for that I would use a Tiled background over a 9Patch. Is this what you are looking for?

    [attachment=0:35hiy7lr][/attachment:35hiy7lr]

  • Maybe this tutorial would help?

    https://www.scirra.com/tutorials/322/ma ... map/page-2

  • It doesn't sound like that's the way it would work but it sure seems to happen in the example.

    To drive it home, disable event 1. Where all blocks are destroyed, one is created.

    Work around is to put a destroy in "on start of layout"

    (which, now that I think about it, I seem to remember doing with Chicks on Trampolines...)

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  • Your example uses the Plugin Scmi by Brashmonkey. I don't have it so I can't test it, and I bet Ashley will say the same thing.

  • Odd that the example does work in Firefox, but not IE or Chrome.

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  • Weird. I confirm the example does it in Firefox too.

  • Tom

    It would appear The Badges page recalculates and leaves something out. I go there and my number drops by about 1000.

    However, the Reputation page also recalculates, and restores the 1000.

  • Edit: see edit below:

    I think I see the problem, the tower is storing the UID of the target, but when a new target appears the first UID is overwritten with the next one, so that lifedrain can no longer be found to destroy.

    Instead of storing the UID of the lifedrain in the tower, store the host tower UID in each spawned lifedrain.

    When the tower doesn't have a target, (use "for each" tower) search for any lifedrains with that tower's UID and destroy them.

    ---edit---

    Ok, it sounded logical, but I tried it, and that only helps if you are supposed to have multiple targets. ("for each" was the only thing right)

    In this case, it better to confirm the tower isn't already firing, and you won't have a conflict.

    [attachment=0:1wumzh7j][/attachment:1wumzh7j]

  • You want behaviors Rotate, Solid, Pin, and Physics. Physics will lets one solid push another.

  • Problem Description

    I'm making a tablet board game, where players can 90 degree rotate the Square layout to where they are sitting around the tablet, without sliding the tablet itself.

    The example is the pan zoom example I used so players can zoom and pan around the game board.

    The UI stays put so they can hit buttons without having to pan around looking for them.

    The UI text boxes after rotating float in diagonal directions even though Parallax for their layer is 0,0. That didn't bother me, as sprite fonts seem to work, and I will switch the text to them.

    However the Sprite collision polys also scroll the same way. As you can see in the example, the button sprite stays put, but to click it you have to click between the text arrows where ever they happen to be, even though they are all on the same 0,0 layer.

    Attach a Capx

    [attachment=0:3e1t753p][/attachment:3e1t753p]

    Description of Capx

    The only event added to your "Example: Touch Zooming" is #1, which rotates the Layout. (and LayoutAngle to the text, to confirm it wasn't out of range)

    The layout was switched to Square, matching my original. (Fullscreen settings didn't seem to have any effect.)

    Collision paths were only used for button touches.

    Steps to Reproduce Bug

    • In the example, Click the rotate button sprite.
    • The layout offsets, but that wasn't the concern. While scrolling you see the text on the UI layer with parallax 0,0 floating in both x and y, even when scrolling in one.
    • The button's collision path is also floating the same as the text, as illustrated by being clickable where marked by the text. Observed Result Parallax 0,0 doesn't seem to hold up for text and collision polygons when the layout is rotated. Expected Result The text would stay in place like it does when right side up. And buttons would be clickable/touchable. Affected Browsers
      • Chrome: (YES) (exported win 7 and win 8)
      • FireFox: (YES)
      • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7 64 bit

    Construct 2 Version ID

    first noticed in r190 now using r191