RobbieH's Forum Posts

  • 11 posts
  • I'll have a look at your example, thanks Steven.

  • Final problem thats been niggling me:

    I want it to function so the collision change will only occur if the cursor overlaps the target for X seconds. If the cursor is removed then the duration will count down to 0.

    Hope that makes sense - If I move the cursor over the target, after 5 seconds (for example) the collision will change, if I remove the cursor before 5 seconds, the timer will deplete, but if I move back over again it will start counting up again from its current value.

  • Okay, for whatever stupid ignorant reasons, I just cant get it to function, so what I have done is create a seperate sprite to act as a bounding box collision, then creating it on collision, then destroying it after 5 seconds.

    Seems to do the job.

  • I'm not too clued up on families yet, but I'll take your advice and guidance and try to work it out myself first, rather than asking.

    Cheers mate

  • Cheers guys - I downloaded the latest build. Thans for all your help

  • 0.99.62

    I only downloaded it about a week ago.

  • Cheers for the reply, but when I try and open the file, I'm getting an error message:

    'an unknown error occured while accessing an unnamed file'

  • Another noob question I'm afraid.

    Whats the best technique to allow the player to hold the ceiling? I have set a sprite to act as the volume to define which areas are grabbable, which will be hidden, but I have no idea what to do next.

    I want the player to be able to jump, hold the ceiling and move along it, then drop off when they want, or when hit.

  • Hi newt, thanks for the response.

    I've tried what you said - by 'sprite: set filter' do you mean the colour filter?

    I have assumed it is, and what happens when I run is the sprite will change colour for 5 seconds, but the collision does not change. I have tried setting the sprite properties with 'solid' checked, and also tried with 'solid' unchecked.

    I have tried changing 'set collision mode' to add/remove attribute: solid, in the first event, then set collision mode: none, in the second. This works, so hopefully I can get away with it.

    However - as soon as I trigger the event, all duplicates of the sprite are affected, how do I make it affect only one sprite per collision?

    EDIT: I'm guessing its to do with applying a private variable, but I cant quite get my head around it.

  • I have no doubt this question has been asked before, and I also have no doubt that someone will point me to an existing tutorial or doc, but I have searched and tried, I even thought a section of the basic ghost shooter tutorial would be the answer, but its not.

    Basically, I want a sprite (TARGET) to have no collision, and when another sprite (CURSOR) crosses or otherwise touches it (moved using the mouse), it will become solid and change colour for 5 seconds, before reverting to normal.

    I have tried the following events, after adding a private variable (TIMER) to the TARGET with a value of 0:

    on collision between CURSOR and TARGET, TARGET: set TIMER to 5*TimeDelta

    TARGET value TIMER greater or equal 1*TimeDelta, system TARGET add attribute 'solid'. Target subtract TimeDelta from TIMER

    TARGET value TIMER less than 1*TimeDelta, system TARGET remove attribute 'solid'

    When I run, the TARGET will become solid, but it stays solid permanently.

    I'm not a noob to design, but coding and similar logic isnt my strong point. Id appreciate help

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  • Hi guys,

    I stumbled upon construct by pure chance.

    I've always been into game design since the early 80's. Six years ago I gave everything up to chase my dream career, so I got a job in QA, after four years I got a designers position, dream come true.

    Until a few weeks ago when I was made redundant

    So now I am preparing some pitches to shop around or secure investment, and construct is an excellent tool for rapidly visualising prototypes.

  • 11 posts