retrodude's Forum Posts

  • I'm really diggin the classy graphics <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Here , what the event does is that it doesn't pick the nearest to the player and there's where the invert shine , it picks every instance that isn't the nearest to the player ... thus furthest would only pick the furthest instance ...

    That does sound useful, but you can't invert the "nearest" event

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  • I didn't try it ... but it might work ...

    On collision with player

    -(Invert) Pick Nearest to Player

    -- Destroy

    Cheers ...

    I don't see the point of inverting it, there's an option that says "furtherest", or am I missing something here?

  • Example capx

    I think you're missing something in your explanation, because the logic is simple.

    Perhaps your own capx has something you overlooked and you should post it rather than "pseudo code".

    I'm really sorry for not being clear enough

    I didn't explain the problem that good. But I guess the main problem is that when my two sprite objects overlap with one another, both sprite objects are destroyed. And thats because both of these objects are the same sprite object. The reason why its having this issue is because its an endless runner that has kind of like a player recoil feature. So when the player is hit the player is sent flying in the opposite direction, setting all the bullet objects to inverse their speed and causing overlap between the platforms and spawning additional platforms.

    Also I was gonna post my capx, but its for tommorows student contest, and I don't really have the time now to recreate the issue. Right now I'm going over any glitches or bugs I have and am looking for solutions to fix them.

    I think I was able to solve the problem by having the Event: "platform nearest to Player" destroyed as well as when the "platform is on screen" and it seems like it solved my problem. I'll have it tested by others later tonight.

    But I do appreciate the response

  • Basically I have the same instance bullet objects moving in one direction and what I want is that when the bullet objects overlap another bullet object, all the bullet objects should be destroyed except for 1.

    So lets say theres three instances of the same sprite all overlapping eachother. I want two of them destroyed, with only one left. It doesn't matter which one is left as long as all of them except "1" are destroyed.

    At the same time these objects are respawning, so I cant seem to think of a proper solution.

    Heres the Pseudo code: Assume three sprites are moving across the screen. These three sprites are the same sprite object copied three times (so same 3 instances)

    if sprite collides with sprite

          -->Then Destroy one of the sprites

    Or if sprite is overlapping sprite

    ----> Then destroy one of the sprites, not both

    I have tried this:

    Event--> sprite on collision with sprite

         --> pick 1 instance

          Action---> destroy sprite

    This doesn't really work out to well.

  • Currently, I have a scrolling starfield in my space game that moves from right to left across the screen. This effect is nice, but I want something more immersive: I want the starfield to scroll in the opposite direction of the player movement.

    For example, when the player ship moves up on the screen, the starfield will scroll down at some speed (there will be a speed cap for the scrolling).

    Does anyone have ideas on how this would be done?

    I think that would depend on how your scrolling your starfield. Lets say you set your starfield background as a bullet. If its set as a bullet you can change its bullet angle of motion to the direction of the player, then have it respawn in the same angle as the bullet angle of motion.

    Honestly, I'm not to sure either but I thought I could pop up some idea in your mind. I may try to figure out how by this weekend unless you get a better response to answer your question

  • I have finished the ghost shooter tutorial and it works fine, but when I downloaded the official finished version to compare the two, I noticed there are large fundamental differences that aren't explained and I was wondering if someone would place explain a few of them to me please?

    Here are the Event Sheet screenshots.<img src="https://dl.dropbox.com/u/14998406/tutorialscreen1.jpg" border="0" /><img src="https://dl.dropbox.com/u/14998406/tutorialscreen2.jpg" border="0" />

    Is there something specific you don't understand?

  • <img src="http://i48.tinypic.com/104010i.jpg" border="0" />

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    check out the kickstarter here:

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    Congratulations on your funding it seems you have gone above the expected value you were aiming for <img src="smileys/smiley32.gif" border="0" align="middle" />

  • >

    > >

    > > > On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.  

    > >

    > > Thanks <font face="Arial, Helvetica, sans-serif">@jayderyu</font> .I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.

    > >

    > > play.google.com/store/apps/details

    > >

    > > I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,

    >

    > One main issue I had when running games on phones was the sprite count, not the instances itself. So for example, I used way to many sprite objects on making a scenery, when I could have set 1 sprite to different animations and save on performance and ram for mobile devices.

    >

    > So what I did at the beginning was have seperate sprites for lamp, television, couch.

    >

    > But I then decided to set it to one sprite object called ornaments and set the ornament sprite to different animations, such as lamp,television, and couch. I did this for a couple of sprite objects and saved a ton of fps and ram especially on mobile devices, since some are fairly weak to begin with

    Cool solution. <img src="smileys/smiley32.gif" border="0" align="middle" /> but i cant use this way there is some problem like diffrent event sheet actions and behavior parameters.but as i said before It's usefull way.

    I think try pender.maybe it will work fine.

    http://www.scirra.com/forum/pender-android-for-phonegap-cordova_topic63245_page1.html

    Also i wait other help.

    Regards,

    You can refer to this link as well if your interested, it covers most of the problems relating to lower fps for mobile games:

    scirra.com/tutorials/298/performance-tips-for-mobile-games

  • Something like this?

    resetRotation.capx (r123.2)

    NICE! This is perfect, just what I was looking for. I appreciate it, thanks

  • [if (Right Key) and angle < 306] Rotate Counterclockwise

    [if (no right key) and angle > 0] Rotate Clockwise

    I think that should work, let me know if it doesn't.

    It doesn't quite work, but it is working towards the right direction

  • Does anyone know a proper way to do this:

    The objects angle is 0.

    Pseudo code:

    When right key is held

    ---> rotate angle of object counterclockwise by 3

    If angle of object is 306

    ---> then set angle 306

    When right key is not held

    ---> rotate angle of object clockwise by 3

    If angle of object is 360

    ---> then set angle to 360

    Basically I want a turret that rotates to a specific angle when the right key is held and then lock to that angle, and if the right key is not held, then slowly go back to starting position by rotating to the opposite direction, then lock at that specific angle.

    Anyone know how I can do this in Construct 2? Any help is appreciated

  • hi.

    when i press a, my character walks left and plays the left walking animation.

    the sprite changes once i've picked up the gun, and i am trying to make it show the different animation if (a is pressed && holdinggun == 1)

    however, it doesn't like me trying to do 2 things at once when i press A.

    if anyone knows how i can get this working, i would be very grateful :)

    the relevant event sheet and sprites:

    http://i.imgur.com/YjMeVRe.png

    If you need more help then quote my last message so I get an update on your forum post

  • hi.

    when i press a, my character walks left and plays the left walking animation.

    the sprite changes once i've picked up the gun, and i am trying to make it show the different animation if (a is pressed && holdinggun == 1)

    however, it doesn't like me trying to do 2 things at once when i press A.

    if anyone knows how i can get this working, i would be very grateful :)

    the relevant event sheet and sprites:

    http://i.imgur.com/YjMeVRe.png

    Judging from what I'm seeing, it seems that you don't have an event where holdinggun becomes = to 1.

    Did you create an event where, lets say if player is on "collision with gun" then "set value HoldingGun=1"?

    Otherwise the animation won't work because HoldingGun never becomes equal to 1. You need an event where the global variable "HoldingGun" can become equal to 1.

  • so i made a simple monster and a character, and i made the monster go after the player when on sight, the problem is, when i go to the other side, the monster is still facing the left side... so how can i make it so that when im on the right side he turns right? and when im on the left he turns left.

    --> dropbox.com/s/k16h5y1luvqj9ee/Enemy.capx

    Add these two lines of events and it should work: Look at image below.

    Pseudo Code:

    Character.X >/ monster.X, then monster is mirrored

    Character.X </ monster.X, then monster is not mirroed

    / means greater than or equal to

    </ means less than or equal to

    If you still need help then post a response to my message as a quote so I can get updated on your reply