shadowlord's Forum Posts

  • Aah ok.Thanks again for the help rojohound, you're a pro.

  • Have you tried adding loop for each Family Member on top of all that?

    And if that doesn't work you could try on collision with family member instead of overlaps family member.

  • That's an excellent example(idea) rojohound,thank you very much. One last question: how can I load the canvas' frame into a sprite object frame?

    I don't know python, so i'll try to use the custom movement behavior to recreate the physics behavior somehow, as a workaround for the collision masks.

  • Thanks for replying rojohound but for those tutorials the problem is that i don't have lines intersecting, but an object and a line...

    How can i use the canvas plugin to make two different objects? I don't see a way to load animation frame from canvas.

  • No one? Ah, well i guess i should be proud i discovered something that's impossible to do in construct...

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  • Isn't random(250)+random(250) the same as random(500), lol??

  • The player and elevator will recognize a collision only if the player's collision mask overlaps the elevator's collision mask. Sense the player and the elevator are both solid, they'll never overlap eachother's collision masks.

    Try overlaping at offset Y=-15.

  • So i have an object with the physics behavior, and i want to split it into two physics objects,of the same type by drawing a line over it.I know how to make the line, i just cant figure out how to split the object correspondingly to the line.

    Hers's a picture: dl.dropbox.com/u/52670878/cut.png

    I suppose i have to use the canvas object somehow...

    Any help or ideas on how to do this would be appreciated.Thanks in advance.

  • I figured out a workaround.At start of layout set the window's X to -2000, and after the timer>0.1sec hide the window. That will prevent the flashing of the window. Then, when you want to restore the window, first set window's X to 600, and then use the restore action.

  • Have an extra editbox outside the layout and when you unfocus one of the main editboxes,focus that editbox.

    Here's an example: dl.dropbox.com/u/52670878/editboxFocus.cap

    -Click the editbox to focus it, click outside of it to unfocus.

    Or you can try and make a custom editbox using the text object.

    I can't think of a simpler way.Someone should fix the editboxes.

  • Wow, I didn't know i can use an expression when spawning an object! That's a great feature, the most useful one I've learned in months. Thank you for making such a great tutorial.

    On the other hand, I think this method would lag a lot if i try to use it for making bigger tile maps.Wouldn't it be better if instead of destroying every tile every tick, and then recreating the whole map, you just change the tile that's under the mouse?

    Here's my try for that:

    dl.dropbox.com/u/52670878/MapArrayEditor.cap

    It's an edit of an old example made by Thuwe, redesigned for superspeed when making huge maps.

  • Here:

    dl.dropbox.com/u/52670878/Anim.speed%3Dvelocity%20v2.cap

    A version with an invert option.

    It could be difficult to understand how it works,sense I used a lot of programming tricks and shortcuts to make it with as little events as possible.Try to figure it out,and if you can't i'll simplify and comment it.

    zenox & zublade:

    Hyperlinks work fine in the full reply editor.I was referring to the quick reply editor.

  • Yeah, and if the object the camera follows is destroyed, the next time it's created it the camera doesn't follow it anymore. And even if i add the object to the camera following objects later, it still won't follow it.

    Here's what I mean:

    dl.dropbox.com/u/52670878/Magicam%20bug.cap

    Nice plugin btw.

  • Here you go:

    dl.dropbox.com/u/52670878/Anim.speed%3Dvelocity.cap

    Sense there's no way to change the animation frame speed in the events, I recreated the animator.

    EDIT: If i put my link in Hyperlink it doesn't work. This could be a bug in the scirra.com webpage.Construct team, please fix this.