sirkame's Forum Posts

  • I always convert my files to ogg previous to importing it to Construct. I use Audacity. Simple, fast, free.

  • Hi everyone!

    I have a "laser door" which height is = to the distance from it's top point (origin) to the first obstacle it finds on its way down, no matter if it's the floor or a box (the two objects I have in mind right now).

    I want to be able to stop the laser with a box. Otherwise, it must hit the ground, no matter how much distance there is between the objects.

    I'm kind lost here. Thanks for any help you can give me.

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  • Hello everyone.

    I'm developing a small game in which you can make several decissions, and it would be great to include an answer percentage somewere, so you can compare your answers with other people's, Telltale Games style.

    Like: "a 25% of the players chose A option", that changes in real time.

    Thanks in advance and best regards.

  • I'm replicating a breakout following a couple tutorials and I found that in both cases they make the paddle stay un mouse.x position or lerp to it, to smooth the movement, but I can make the paddle go away from the sides of the screen and I want it to stop at some point.

    If I use bound to layout, the paddle bounces against the layout wall, but... what if I want it to bounce on a different surface? Because of the X position re-positioning itself constantly, it ignores the solid behaviour of the walls. There's no actual movement, but an X position change.

    I can't figure out how to make the paddle stop on, for example, a frame that I make to contain the gameplay area.

    The only idea I have is to extend the paddle and make the far sides invisible, so they impact before the paddle hits the layout border, but... I don't know. Don't feel very comfortable with that solution.

    Any help is very welcome. Thanks in advance and best regards.

  • You can define a path - say, with small invisible sprites for each point. Use MoveTo behavior to move from one point to another. Set angle to angle(startX, startY, endX, endY)+90 when the enemy is moving to the left or "-90" when moving to the right.

    The more universal solution where enemies can walk around any solid object would require more efforts. You can make your enemy to walk around sprites (demo, capx) . But you'll also need some way to determine where the enemy should stop and turn around or descend to the floor. Maybe again put an invisible sprite, on collision with which the enemy will change direction or descend.

    Thank you!! The capx example is exactly what I needed.

  • Hi! I'm stuck with probably the simpliest thing in the world, but stuck nonetheless.

    I need an enemy that walks on a regular solid surface but, when it hits a wall, it starts climbing it. And the same gones when it hits the ceiling. it should start walking on it. No matter what I do, I screw up with the angles and the character does all kinds of weird things.

    At the same time, I need that when the enemy stops having a solid floor under it's feet, he should descend from the border, in a very metroidish style.

    Thanks in advance. Any help will be really welcome.

  • Thanks!! That works like a charm!

  • Hello!

    This is the thing. I usually use families when I want an object to be made of different sub-objets, but with particles it doesn't work well.

    Picture an arrow with a smoke trail that is created with particles. I want the trail to stop spraying when the arrow is destroyed, but using families causes the smoke to suddenly disappear (because it destroys itself, instead of stop spraying).

    My logic would go like:

    • The arrow is shot.
    • Arrow spawns a trail and pins it.
    • The arrow hits a wall, it breaks and the trail stops spraying.
    • After a few seconds, the trail object is destroyed.

    Now, if I set "pick trail instance nearest to arrow" it works until I shot an arrow twice exactly in the same spot. The position the trail is looking for is the same for both arrows, so I end up with several floating trails that never stop spraying.

    I never really understood how the picking system works. Any help will be appreciated!

    Thanks and best regards.

  • Thank you for everything. I'm actually having this little problem that is driving me crazy. I still can't have the buttons pushed by the player unless a box is pressing any of the buttons previously. Like, maybe is it constantly resetting to unpushed or something?

    The logic should be like:

    -The player can push any button IF that button doesn't have an un-pinned box pressing it's sensor and, of course the player isn't over the sensor already.

    -The box can press any button IF it's un-pinned and the player isn't over that button.

    Thousand thanks.

  • Holy shit, you are so good at this. I'm spanish, just in case you also are and we are being a little bit dumb trying to write in english!

    You interpreted it perfectly. I completely ignored the existence of "PickedCount" and the way you previously pick instances and make sub-events from that. Amazing. I really, really need to study that. There's only one thing that didn't work, though. If I try to press a button with the player without a box already on any of the buttons, it doesn't get pressed. Once you have placed a box in one of the sensors, I can press all the other ones with the player, no matter what "number" they have.

    I didn't touch anything yet. I'd love to have the cap-x perfectly setup to study it slowly and try different things.

    Thank you very much.

  • I have a game published but it doesn't show in my profile. The game is Super Jet. Can you check it out, please?

  • Hi guys!

    The file contains further information of my problem. 'm pretty lost with For Each, Pick by comparison and similar stuff. Hope you can enlight me, because I got really stuck here.

    Thank you as always.

    http://www.filedropper.com/buttontest

  • THANKS. It worked perfectly! I completely misunderstood the "for each" function.

  • Hi friends,

    There's something probably very easy but I can't get it right. I need to activate a series of switches while my platform character walks by them, but they all are the same object (several instances, logically). What I want is that, when they are overlapped, they change their frame, for example, and when not overlapping EACH OF THOSE, they go back to their original state. But, as overlapping gets every instance, unless my character completely stops overlapping any of the instances, they don't go back to the original frame.

    Here's the capx http://www.filedropper.com/switchtest

    Any help will be very appreciated.

    Thanks in advance and best regards.

  • Thank you all, and sorry for answer this late. I'll check everything out as soon as I can and let you know if they were good for my project =) Thanks again.