tarek2's Forum Posts

  • Yes, I meant that the condition "is visible" does not exist.

    Why does not this condition exist?

    Not really sure why :) but I think the only one could answer this more accurate is one of the Scirra Team, you could Tag one them to get a Direct Answer, will be your best bet to know it

  • You could do it like gamecorpstudio showed you using Distances

    or

    you could use Line Of Sight also

    I couldn't modify your C3 file as it's above the free version but here is a C2 Capx that you can open on C3

    The range of Fire 400

    CoolDown Between Fires for each Enemy 1 sec

    you can modify them at your will

    https://www.dropbox.com/s/7fkktwqre7winq5/Attack%20Player%20on%20LOS.capx?dl=0

  • Thank you so much for your help and also for including print screens, it's always very helpful :)

    I get a very weird result though and I have no idea why. If I play Level 1 and score 150 and then play the same level again and score 150, the total score says 300. I save everything with LocalStorage and here's the weird part. If I close the game and open it up again the total score no longer says 300, it's 150. Why do you think it shows the "correct" total score when I close the game but not as long as I'm still "in" the game?

    Thanks again Boss

    No Problem, Glad it helped

    For the score are you using a Global variable? because the Global they don't reset as longs you are on the Game even if you change Levels, so if you added to TotalScore 150 and played again and you ad another 150 will = 300

    If you need a new Fresh Total Score every Time you Loop the Array then before the loop set (TotalScore = 0)

    or

    an alternative make the "TotalScore" as Local Variable and at the end of the Loop set txt to TotalScore, the Local Variables are good for this example they reset each Thick you don't need to set (TotalScore = 0) at the start of the Loop it resets automatically

  • Edit again: I couldn't figure out how to add all the values up with the "For each X elements" so I just created a global variable called TotalScore and did this:

    System: Set TotalScore to Array.At(0)+Array.At(1)+Array.At(2) and so on. It may not be the best solution but it worked :)

    You can use (Array For Each X Element):>>> Action Add To "TotalScore" >>>>> Array.CurValue This will Loop and add the current Values for all X on the Array

    An alternative you could use the "For" Loop:

  • Sorry for double post but it didn't let me to edit the first post to add more info

    you should compare the Bandit Health like this <= 0 less or equal 0

    Because when you subtract 10 it could go under 0 like -9 etc....

  • You mean the Condition "Is Visible" doesn't exist? I'm not sure why but

    You could Add a Boolean instead = "Visible"

    Then Check: if

    Boolean is Visible >>>>Your Actions

    Else: >>>>Your Actions

    You can Toggle on/Of the Boolean if need to

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  • Titan Games

    The Animation never changes the Angle as the origin Point never Moves that's why the tail never moves either this is because you animated the Animation with Frames so the Origin Point its always on the same Place the Angle too

    One alternative will be to create a second ImagePoint on all your Frames at the Exact position where you need the Tail to be pined and instead of using the Pin Behaviour use

    Every thick set tail Position to Object Imagen Point( Your Number)

    Then Tail set Angle angle(Glide5.X, Glide5.Y, Tail.X, Tail.Y)

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  • GalagaNoMore will be very hard to know what is happening without seeing your capx but there is a Temple that you can use as it looks exactly the same thing

    You can find it on editor.construct.net Start Page

    Temple Name: Pop Lab

  • > Just letting you know that you are never stopping the animation, so it animates when not moving.

    Great point! There is no "is not moving" with tile movement, just "is moving"

    So how do I make it animate when it is moving, and stop when it is not moving?

    If you need to check when is not Moving you can Do:

    "is moving" <<<<<< Then right-click on that Event and chose "Invert" is the one with the Red X

    This will give you the Negative = "Is Not Moving"

    The invert thing you can use it with any Event to make the Negative

  • How do I duplicate large tilemap with same tiles position but new tileset?

    i want just test a bump map on it.

    Something like this? I made this for another thread, you just will need to replace the TileMap2 with your new TileSets but the New Tiles has to be on the same ID Positions

    https://www.dropbox.com/s/pddfi7qwobp5tp6/Save%20TileMap%20AsJson.capx?dl=0

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  • Yup, problem after problem.

    Those capx will help alot when submitting the bug reports though.

    Thanks for all the help tarek2. Feels good to know there are people out there willing to help for nothing in return.

    Divines smile on you, friend.

    No Problem mate, I had fun :)

  • Wow this Auto test/bug report is awesome thanks for making that. Also thanks on the compliments, it means a lot to me.

    No Problem Glad that helped

    Now here is the problem with using the YVector.

    Like I said earlier in the post, I had gotten the jumping to work with the Y vector just like you have in your "Capx Clean with the Fix"

    The new problem now is that the player interacts funny with moving solids. Which is unacceptable with a platformed game.

    O Yeah, I did read your First comments about "VectorY" but strangely it didn't do any behaviour like that with me, testing against the Big platform moving at the Left from the original Capx.

    But you Right Looking at your Last Capx there is a big problem here, at last, you notice on the smaller Moving platforms when you stand on the edges the Player gets Pushed away when it Jumps.

    I manage to replicate the Bug in AutoMode here is the Capx you should report both Bugs to them and see what they gonna tell you, I'm pretty sure they will quick Fix them if they count them as a Bug.

    https://www.dropbox.com/s/92zmy305xajs1vn/JumpBug%20PushOut%20Of%20Solids.capx?dl=0