RockmanZero's Forum Posts

  • OS - WindowsXP Service pack3

    GPU - ATI HD4830

    I'm not really sure if this was a bug, but after extensive testing, I think when there are too many variables placed in a family they stop working.

    You can see, the events are very simple, but family1 doesn't work while family2 does. I think it also has something to do with the create event as if you remove the create event then family1 will then work.

    I noticed this when my new events with pretty much the same code except for some small changes just stopped working. So I used some text boxes for debugging and to further prove this theory I create a blank new file.

    Hope this helps.

    Tested on both Chrome and firefox (latest)

    Here is the capx

    dl.dropbox.com/u/57137706/toomanyvarsinfamily.capx

    Kind Regards.

  • Sorry rfisher, I have no idea. The way I'm currently using it on relies on 2 different sprites, the only thing that comes to mind is that perhaps it can't overlap its own sprite. But I can't see why that would happen.

  • scirra.com/forum/contradiction-in-detection-event-other-problems_topic51122.html

    This thread has one, its also how I learnt to use the feature.

  • Thanks for the reply Ashley.

  • This is really cool, but does that mean all the 3rd party plugins need to be recoded? Since it converts to native code I can't imagine everything will work without problems and what about saving does it need a new save method other than webstorage?

  • Will do

  • Wow thanks again podpathos, that works perfectly and I learned how useful the new offset collision can be used.

  • Ah sorry, I was experimenting with the extensions, but they are not actually used in the project itself yet. I have now removed the behaviors from the capx but if you still need them I have included them in a zip file.

    dl.dropbox.com/u/57137706/behaviors.zip

    dl.dropbox.com/u/57137706/towerplace1.capx

  • <img src="http://dl.dropbox.com/u/57137706/final.png" border="0">

    Link here for pic

    This is quite hard to explain so I have created a picture. Not sure if it will show up though since my preview button don't seem to work correctly. Keeps saying "there is nothing to preview".

    Anyway can someone please help me on the following problems, Firstly on how to detect part of another object but at the same time not detect the whole thing. I just need to detect the edge of the wall. This is for the framework which I'm working on. To use click on the top right icon and a menu will appear then click on 1 and then the icon and the green square will become a tower. The towers can be rotated with the z key. Drag the tower to the wall and release to place tower there. This type of tower can only fire in 1 direction and can be only be placed next to a wall.

    The current solution in the capx is the closest I have gotten, but its not what I need. The current solution works by dragging the icon into the wall then the tower appearing 1 square at the angle it is facing.

    The base object stops certain problems too. This solution also still doesn't solve the problem of the towers appearing in the wall itself, not to mention the other problem is that it allows duplicates, Even if the tower exists it creates another one on the same spot.

    Here the list of things I need it to do.

    1. Detect the edge of a wall so that a tower can be placed there.

    (top right picture)

    2. Not detect the actual wall itself, no towers should be allowed to be placed there.

    3. Not allowed to place towers in white squares. (where not next to a wall)

    4. Not allow duplication if a tower already exists.

    Phew, I think that is everything and I hope I have explained it well enough.

    Here is the Capx Link

    dl.dropbox.com/u/57137706/towerplace.capx

    Here is the pic if it don't display.

    dl.dropbox.com/u/57137706/final.png

    Thanks for your time everyone.

    Kind Regards

  • Wouldn't a variable work?

    Set a variable on player object as 1, then only add the score if variable = 1. When the player gets hit by an object set variable to 0 and finally reset variable back to 1 if you need it.

  • Many thanks Podpathos, can't believe it was so simple, seems I was going about it the wrong way with groups and the between angles event.

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  • Oh I forgot one other thing a save/load system.

  • Improvements to behaviors would also be nice such as allowing down jump on the jump-thru. Relying on workarounds usually involve it being a little bit buggy. An example I remember is if you have a sprite on a platform which moves downwards.

  • Can someone help me modify Rojo example so that the arc does not go over angle 270-90 (half a circle basically). I've been trying to do it by trial and error but its just not working out. I would like it so that the turret will only fire and detect within angles 270-90, if another player instance is in angles 91-269 it will ignore it. I've also tried the turret behavior but it doesn't seem to work when you enter in 180 into the arc field, so I need to do this manually using events.

    Thanks

  • I called them sprites but they are tiled backgrounds. 30*30 pixels of one colour, but when there a slope I want to use a bigger version of it to quickly cover the area up. GenkiGenga if you don't use snap to grid it must take forever to align everything perfectly. With the snap option I can quickly place the tiles.

    Thanks Yann that works. I didn't realize that it was the image origin point that was causing it.