RamPackWobble's Forum Posts

  • I think you want to look at...

    https://www.scirra.com/manual/88/anchor

  • You also have scroll to on 3 or 4 other objects on the screen - usermedia, stopwebcam, etc. Try removing these extra scroll to and see what happens.

    If you want these extras to stay on the screen look at the way that the HUD is put together in the introductory tutorials ?

    And What's The Deal With The Capital Letters ? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • If you want them to "stick together" when they collide ? Try...

    <img src="https://dl.dropboxusercontent.com/u/143636437/examples%20for%20web/Ashampoo_Snap_2014.02.15_15h00m11s_001.png" border="0" />

  • probably due to your wizard character being outside the play area - well at least his origin point.

    Try moving the stairs down so the wizard stays in the play area or maybe move his origin point lower ? Both untested guesses.

  • I have very little experience with platform behaviour - this is my first and only idea and I don't know if doing it this way will break anything else !

    capx platform test bounce

  • Thank you for the capx - it is certainly more elegant than mine.

    My line of thought was trying to avoid having extra sprites on the screen - I was under the impression that if you could avoid using things like hidden spawner sprites, and do it in the code, then that would be a good thing ? Then again I am also sure that having half a dozen hidden sprites will make very little difference to the speed of the game...

  • This is along the lines I did before - but this time I've added extra falling things.

    capx

    try disabling event 5 to 8 - so only one is enabled at a time for different effects.

    event 5 would also need families adding to allow for collision with other boxes ?

    Anyway - just an idea if you still want to go with bullet.

    In the original (lost) capx it was just a single "logo" sprite so there was no need for families and I didn't think about self collision till I tried this test....

  • In the past I did something like:(Put into a group so it can be turned off when no longer needed)

    spritefalling is the falling boxes - set to bullet speed 0, gravity high (500 ?), bounce off solid ON, set direction ON

    spriteground is the ground - set to solid

    spritefallin on collision with ground : set spritefalling.bulletspeed to spritefalling.bulletspeed*0.5

    and that gave an okish result...

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  • lvRectangleX&Y is just a local variable to store the choose in.

    & I've only just realised that when you asked, "Hey I understood the second part very well but I couldn't quite understand the first part could you elaborate to me by any chance? Thanks." you were not talking to me then ? <img src="smileys/smiley9.gif" border="0" align="middle" />

  • The capx is the one in my first post in this thread.

    edit (caps to capx - stupid auto correct !)

  • If you have a fixed x position then you might be able to :

    apply physics force (amount) towards ((fixed X position),-500) at image point 0

    which should help to correct for any deviation on the x ?

    not tested - just a thought....

  •    Maybe there is a way to "get letter count" and pass that to a counter var?

    len(text)

    Return the number of characters in text.

  • sorry for the late reply.

    here is a very simple space invader left/right using bullets

  • look at the bullet properties - set angle

    try setting that to "No"

    <img src="https://dl.dropboxusercontent.com/u/143636437/examples%20for%20web/Ashampoo_Snap_2014.02.14_12h32m44s_001.png" border="0" />

    Also look at the tutorial section - these will really help you get to know construct 2 quicker.

  • I think it's safe to say you are going mad <img src="smileys/smiley17.gif" border="0" align="middle" /> Welcome to my world...

    double click on the layout and particles are a couple of places over from sprite (in general)